Tuesday, 11 October 2022

Skills for D&D-style games

Skills for D&D-style games

Many new players are intimidated by GURPS’s huge skill list. For me it did the opposite – I was attracted and fascinated by it. Not every game should use all the skills though, and I’ve seen many times people asking for skill lists for certain genres. In my opinion, this is a bit silly. Do you really need to be told not to take Computer Operation in a medieval historical game or Farming in a game about special ops in the jungle? Nevertheless, genre books provide curated skill lists – GURPS Dungeon Fantasy 1: Adventurers, GURPS Monster Hunters 1: Champions, and so on. Most of the time, I play fantasy games in D&D-style settings, but that does not mean that I am using the Dungeon Fantasy skill list. Depending on the game itself, almost any skill can be taken. Also, I have adjusted some of the skills, added new specialties where I felt that they were necessary, and even introduced some new skills. Let’s take a look at GURPS skills and see which ones are useful for D&D-style games, and which ones either aren’t useful at all, or are extremely situational.


 
Accounting is definitely not an adventuring skill, but it has its place in games about merchants and trade.
 
Acrobatics definitely should be in, including its special versions – Aerobatics and Aquabatics. After all, D&D has many underwater and aerial races that might use this skill. Even Astrobatics that was introduced in GURPS Space might work in extremely rare cases when spelljamming is happening.
 
Acting is one half of the D&D Bluff skill. It deals with long-term impersonations and deception. This is not the same as Fast-Talk or Performance and cannot be used as an Influence roll.
 
Administration, just like Accounting, is not a skill for dungeon delving, but not every game is about looting tombs. If you are a noble or a businessman, you should put some points into this skill.
 
Alchemy is one of the iconic D&D skills that is actually rarely used in that game. If you watched my video about alchemy, you know that I reworked the standard alchemy system in GURPS to fit my vision better. GURPS Thaumatology suggests introducing specialties to this skill, so that’s what I did. The standard alchemy is Organic. There are also Dark, Metallic, and Psionic, and maybe someday I will add more. Each one of them defaults to others at -4. I have to note that Dark and Metallic alchemy are not D&D concepts – they were introduced in Pyramid. This once again shows the flexibility of GURPS – even though I want to emulate D&D worlds, I can add things from other systems that I like. And those two alchemy articles would fit well in a D&D setting, in my opinion. You should remember that this skill is useful not only for crafting potions and elixirs, but also for identifying them. Thus, a point in this skill won’t hurt even a mundane fighter.
 
Animal Handling definitely belongs on the list of useful skills. After all, can you imagine a druid or a ranger without one? I actually wanted to record a video about everything related to animal companions and animal training, but got distracted by other topics. In a D&D list, the list of specialties will be long and diverse, because there are many weird animals. I want to explore that topic someday as well.
 
Anthropology seems like an actually useful skill even in adventuring situations, but I do not remember ever seeing it on a character sheet. It serves as a knowledge skills about civilized races that do not really have their own Expert Skill specialty. I should keep this one in mind for the future.
 
Archaeology sounds like something that should often be on the character sheet of your typical dungeon delver, but for some reason isn’t. It definitely should be on the list of useful skills.
 
Architecture is helpful not only when you want to design a building, but also when you want to find a secret room or a structural weakness. Definitely has its place in a D&D-style game.
 
Area Knowledge is a skill that almost every character must have. The details depend on the setting, but I wrote up some guidelines for Karilan, my own setting. This skill works as written, but some specialties deserve a special mention. Area Knowledge (Underdark), Area Knowledge (Sea), and Area Knowledge (Sky) are equivalent to a Planet in terms of scope, but Area Knowledge skills tied to a specific layer of Underdark (Upperdark, Middledark, Lowerdark) are equivalent to a Large Nation. Each different plane has its own skill with its scope depending on the plane’s size. For example, Area Knowledge (Abyss) would be equivalent to an Interplanetary State, while a single layer of the Abyss would be equivalent to a Large Nation; Area Knowledge (Baator) would be equivalent to a Planet, but Area Knowledge (Avernus) – to a Large Nation. Transitive planes, such as the Ethereal Plane are equivalent to a Planet, but the demiplanes can range from a Neighborhood to an Interplantery State.
 
Armoury definitely should be allowed. After all, how else would your character repair their gear or make their own weapons? You don’t even have to limit the specialties much. The only one I cannot really see in D&D is Force Screens. But even Battlesuits can work – D&D has golem armor that works like a GURPS battlesuit. There are some new specialties that I found in other GURPS books. Reflectors from GURPS Fantasy-Tech 1 covers reflective heat rays. Vimana Weapons from GURPS Vehicles: Transports of Fantasy covers weapons mounted on vimanas. I also use Armoury (Esoteric) for things like holy water, aspergillum maces, stake bolts, and other similar gear.
 
Artillery definitely belongs in a D&D world, but would rarely be found on the adventurer’s character sheet. Bombs, Cannon, Catapult seem especially appropriate. As for the rest of the specialties – Beams, Guided Missile, and Torpedoes, they are unlikely to be seen in the game. I know that anachronistic high-tech or even ultra-tech gear in D&D worlds exists, so they still might be useful in extremely rare situations. Now that I think about it, the Beams specialty could work for some ritual spells.
 
Artist, all specialties of it, can be used in a D&D world. I even had to introduce a new specialty for a Forgotten Realms spell that I was asked to convert.
                 Portrait Spell: Creating three-dimensional scenes in crystal or glass spheres via the Portrait spell. Default: Artist (Illusion)-2.
 
Astronomy has existed since the ancient times, so it has a place in a D&D world. In Karilan, there are astral mages, called magi, who use this skill to improvise spells. Those who channel the power of eternal stars may use the optional Astronomy (Observational) specialty, but those who channel the power of bright or hidden stars have to use Astronomy and hence take Mathematics (Applied) as a prerequisite.
 
Autohypnosis even exists as a skill in D&D. Works well not only for psionic characters, but also for monks and similar chi practitioners.
 
Beam Weapons can be used even without anachronistic ultra-tech, as there are some magical weapons in D&D that would work well with this skill. For example, the etherblades of the ethergaunts. But even then, this is an extremely situational skill.
 
Bicycling probably shouldn’t be on the list. However, I can imagine a D&D artificer inventing a bicycle, so, who knows?
 
Bioengineering might seem like an inappropriate skill, but is it really? D&D and Pathfinder are full of mages, druids, and alchemists designing new lifeforms, growing grafts, cloning themselves, and so on. I can recall the Fleshcrafter prestige class in D&D, and the drow alchemical fleshcrafters in Pathfinder, so why should this skill be disallowed? I have not explored these concepts in full yet, so I will not provide a list of appropriate specialties and defaults, but this skill definitely belongs in a D&D world.
 
Biology works as is, but it should be noted that instead of specializing by planet type, a character may take a planar specialization, such as Biology (Abyss) or Biology (Elemental Plane of Water).
 
Blind Fighting existed as a feat in D&D, so why not leave this cool skill in?
 
Blowpipe is an interesting ranged weapon skill. Be sure to check Pyramid #3-33 for new options.
 
Boating definitely has a place in a D&D world, but probably only the Sailboat and Unpowered specialties. The Hydrofoils (GURPS Space), Motorboat, Large Powerboat may be useful only in extremely rare cases with anachronistic high-tech.
 
Body Control works for monks and similar characters with chi powers. Remember that Body Control can be used instead of HT, if higher, when checking for crippled chi powers and abilities.
 
Body Language is a good social skill. Keep it in.
 
Body Sense is useful, because there’s many ways for characters to teleport. It might also be useful on planes with subjective gravity, such as the Elemental Plane of Air.
 
Bolas is a skill that doesn’t have a reason not to be on the list of the allowed skills.
 
Bone Carving is a new skill from GURPS Lands out of Time. This is something like a TL0 version of Machinist and Armoury, and I can definitely see it being used by the primitive D&D people.
 
Bow should be allowed. Bow (Slingshot) specialty (GURPS High-Tech) could exist too, if rubber-like materials have been synthesized by alchemists, for example. If you watched the recent D&D movie, you probably saw a slingshot being used.
 
Boxing definitely has a place. It’s a rarely used unarmed skill, in my experience, but it is not a reason to remove it.
 
Brain Hacking probably should be left out. Again, anachronistic tech may exist, but that’s extremely rare.
 
Brainwashing definitely can work even as a mundane skill in a D&D world. You have to decide on the specifics and assign a default. I did the following: Brainwashing uses various hypnotic techniques that usually are used by villains. While this skill is typically used by wizards specializing in Mind Control magic, priests of malevolent deities, mesmerists, and telepaths, it is a mundade phenomenon that cannot be dispelled by countermagic or other anti-power measures. Brainwashing defaults to Hypnotism-6.
 
Brawling is one of the essential skills, so do not leave it out.
 
Breaking Blow, just like most other esoteric skills, should stay, unless you are replacing them with powers as per Chi Sorcery (Pyramid #3-105). However, since this is a supernatural skill, you should specify the power source. It could work as a magical skill, as a chi skill, as a psionic skill, or even a divine skill. This is important for Talents and countermeasures.
 
Breath Control is a very useful skill, especially for spellcasters! Recovering one FP in only two minutes is nothing to sneeze at.
 
Camouflage should stay.
 
Carousing definitely should stay. This is basically what Gather Information skill did in D&D, but slightly expanded.
 
Carpentry should stay.
 
Cartography should stay.
 
Chemistry might have a place in a D&D world, but I can see it being merged with Alchemy. Gunpowder requires Chemistry, but why can’t Alchemists do the same? It’s all up to you.
 
Climbing should stay.
 
Cloak should stay.
 
Combat Art and Combat Sport should stay as well. They definitely have a place in a D&D world, but your typical dungeon delver will not have any of these skills.
 
Computer Hacking, Computer Operation, and Computer Programming either should be removed from the list, or kept there for those extremely rare situations with anachronistic tech.
 
Connoisseur definitely should stay.
 
Cooking should stay.
 
Counterfeiting is a neat rogue skill that has a place in a D&D world.
 
Crewman is a skill that can work in a D&D world. Mostly, its Seamanship specialty, but Airshipman and Submariner can work for cutting edge artificers. Spacer is only appropriate for anachronistic ultra-tech. I also added a new specialty from GURPS Vehicles: Transports of Fantasy.
Flying Sailor: The skill of operating anchors, hatches, mooring lines, pumps, sails, windlasses, etc. aboard a large aerial vessel, such as a xakhun windship or a spelljammer.
 
Criminology is an appropriate skill for investigators and maybe even town guard captains. Don’t forget that Pathfinder actually has an investigator class!
 
Crossbow is one of the essential skills. Crossbow (Speargun) specialty (GURPS High-Tech), however, is only appropriate if anachronistic equipment can be encountered.
 
Cryptography should stay. Remember that Decipher Script used to be a skill in D&D, and that most wizards have their spellbooks encrypted. So, this skill might be useful to wizards.
 
Current Affairs is another skill that most characters should have. Any specialty can work in a D&D world, but Current Affairs (Regional) probably is the most common one. Current Affairs (Science and Technology) could have a magic variant.
 
Dancing should stay.
 
Detect Lies should stay. This skill along with Body Language is what Sense Motive is in D&D.
 
Diagnosis should stay. I’ve seen many people clump up medical skills together, and that’s fine.
 
Diplomacy should stay.
 
Disguise should stay.
 
Dreaming should stay. Lucid Dreaming was even a skill in D&D 3.0.
 
Driving should stay, but it’s going to be one of those rarely useful skills. Cutting-edge artificers might be able to invent something like pedal-tech automobile (GURPS Vehicles: Transports of Fantasy) to justify allowing Driving (Automobile). Apparatus of Kwalish and similar devices should use Driving (Mecha). GURPS Fantasy-Tech 1 also introduces a new skill specialty that I have actually seen in use in my last game. That book does not provide any defaults, so I had to do it myself. I think Eberron had trains (or was that Bas-Lag?), so Driving (Locomotive) might be useful as well.
                Land Sailer: The skill of driving land vehicles pushed by wind. These range from wind chariots that nobles use to race to ice sailers or dune sailers that are used to transport goods over ice or sand. Defaults: Boating (Sailboat)-3 and other Driving at -5.
 
Dropping should stay.
 
Economics should stay. This is a skill that will rarely be on the adventurer’s skill list.
 
Electrician is only relevant if anachronistic tech is present in your game. Otherwise, feel free to remove it.
 
Electronics Operation and Electronics Repair – same as above.
 
Engineer should stay, but some of the specialties might only be relevant for games with anachronistic tech – Electrical, Electronics, Microtechnology, Nanotechnology, Parachronic, Psychotronics, Robotics, Temporal, and many Vehicle Types. However, the Vehicle Type specialty gets the following new vehicle types: Flying Ship, Land Sailer, Ornithopter, and Vimana. Another new specialty is introduced.
Golems: Designing golems and other non-clockwork constructs. Default: Engineer (Clockwork)-2.
 
Enthrallment skills – Captivate, Persuade, Suggest, Sway Emotions – are essential bardic skills. If they are used as bardic skills, consider them magical. They could work with different power sources as well – trickster deities may give these skills to their priests, psis could subtly control minds of others with this skill, etc.
 
Environment Suit is one of the extremely situational skills. Battlesuit specialty can be used to operate a golem armor. Vacc Suit specialty is used for kaorti resin suits. Everything else is only useful with anachronistic technologies.
 
Erotic Art should stay.
 
Escape should stay.
 
Esoteric Medicine can operate as First Aid skill and has the following mandatory specialties. As per GURPS Fantasy-Tech 1: The Edge of Reality, “doctors” with the Esoteric Medicine skill can perform a number of healing and supportive functions. A patient who receives at least weekly treatments from a doctor with Esoteric Medicine at 12+ gains +1 HT against aging rolls (see p. B444). A patient who receives weekly treatments also gets +1 HT to avoid coming down with an infectious disease if exposed (p. B443). Patients who get daily treatments get +1 to daily rolls to recover from wounds (p. B424-425) and cyclic disease resistance rolls (p. B443). No skill roll is required for the doctor, as with the Physician skill. Doctors with Esoteric Medicine can also make daily skill rolls to help injured patients recover additional HP, similar to a practitioner with Physician. Additional uses and techniques (described in GURPS Fantasy-Tech 1: The Edge of Reality, pp. 31-32) depend on the specialty.
Chi: This skill can adjust the flow of chi in the body, allowing stopping bleeding, healing wounds, and flushing poisons. The following treatments are typical: diet, environmental therapy, exercises, purging. In addition, this skill can be used to recognize chi powers, the use of the Pressure Points and Pressure Secrets skills, and treat their effects.
Druidic: This skill lets you apply various herbs and create healing herbal concoctions to treat illness. The following treatments are typical: burning, environmental therapy, herbal medicine, poulticing, purging.
Gnoll: Gnolls of Meshnarz have developed their own esoteric medicine tradition that is centered on consumption and use of various clays, exposure to sun and desert wind, and proper diet. The following treatments are typical: diet, environmental therapy, poulticing, purging.
Holy: This skill lets you treat wounds with application of holy water and special incenses. The following treatments are typical: bleeding, burning, exercises, poulticing.
 
Exorcism should stay.
 
Expert Skill should stay, but – oh, boy – this is where I put most of the “knowledge” skill from D&D. I reworked them all, trying to cover everything, and I allow optional specialties for certain skills, where noted. This is the list of skills that I use, but other specialties are possible.
Artifice: You possess knowledge about various clockwork devices, enchanted items, and constructs. A successful roll may allow you to identify a magic item, find a weak spot of a golem, or learn a clockwork device’s function. The optional specialties include constructs and enchanted items.
Bardic Lore: As the skill from GURPS Fantasy.
Celestials: You possess knowledge about various good outsiders, their abilities, weaknesses, relations to each other. The optional specialties include angels, archons, eladrins, and guardinals.
Chi: Represents knowledge of the chi techniques. This skill can be used to identify chi abilities and answer questions about monastic traditions.
Dragons: You possess knowledge about various dragons, their abilities, weaknesses, relations to each other. The optional specialties include arcane dragons, catastrophic dragons, chromatic dragons, epic dragons, ferrous dragons, gem dragons, landragons, linnorms, lung dragons, metallic dragons, outer dragons, planar dragons, sea serpents, wurms, and lesser dragonkind (wyverns, drakes, pseudodragons, etc.).
Elementalism: You possess knowledge about various elemental entities, places, and processes. The optional specialties include elementals, energons, and genies.
Fiends: You possess knowledge about various evil outsiders, their abilities, weaknesses, relations to each other. The optional specialties include demodands, demons, devils, divs, oni, and yugoloths.
Hoplology: As the skill from GURPS Martial Arts.
Incarnum: The study of incarnum. This skill can be used to identify a soulmeld, an incarnum-infused creature or item.
Monitors: You possess knowledge about various neutral outsiders, their goals, abilities, and weaknesses. The optional specialties include aeons, kamerel, rilmani, and death messengers (apollyons, death angels, etc.).
Natural Beings: You possess knowledge about various nature-related beings. The optional specialties include fey, giants, and plant creatures. Animals are covered by the Naturalist skill.
Oozes: You possess knowledge about various slimes, oozes, jellies, and molds.
Paragons of Law: You possess knowledge about various lawful outsiders, their abilities, weaknesses, relations to each other. The optional specialties include formians, inevitables, and modrons.
Phrenology: Phrenology is an occult theory often practiced by psis and psychic spellcasters. It originated in the following speculation: if the brain was the organ of consciousness, then the specialized functions of consciousness presumable were carried out by specialized brain centers, and the relative sizes of these brain centers could reveal the character of the person they belonged to. A physical examination of the subject’s skull takes one minute and requires an Expert Skill (Phrenology) roll. A successful roll allows identification of a major psychological trait: this includes most mental advantages and disadvantages, IQ differences, psionic and psychic abilities. The trait with the largest (positive or negative) point value will be identified; each additional point of success allows identification of one additional trait. A critical success will produce a complete diagnosis, including many quirks. (It could identify that someone is Proud, or that he is in love, but not with which specific person; it would not be needed to identify that he whistles between his teeth.) Any success identifies the subject’s race, age, and gender. This skill can be used on dead creatures or even on intact skulls.
Planology: Represents knowledge of the cosmology. This skill can be used to recognize which plane of existence you are on, determine the plane of origin of an outsider, and answer many other plane-related questions. The optional specialties include demiplanes, the Inner Planes, the Outer Planes, and the Transitive Planes.
Psionics: The study of the psionic mind and brain. Can function as Biology, Diagnosis, Physician, Physiology, or Psychology when dealing with psi phenomena in living beings. Cannot substitute for Electronics Operation, Electronics Repair, and Engineer specialties that deal with psychotronic artifacts, but can help identify a psionically enchanted item.
Slaadi: You possess knowledge about the slaadi, their abilities, weaknesses, relations to each other.
Teratology: You possess knowledge about various magical monsters that do not have an aberrant nature. The optional specialties include hags, lycanthropes, magical beasts, and rakshasas.
Thanatology: As the skill from GURPS Dungeon Fantasy 9: Summoners.
Transitive Threats: You possess knowledge about various outsiders native to the Transitive Planes, their abilities, weaknesses, relations to each other. The optional specialties include ethergaunts, gith, and nerras.
Ultra-Tech: Represents knowledge of ancient devices found in neogi or illithid ruins. A successful roll allows the user to identify the device, its function, power source, and method of use.
Unnatural Beings: You possess knowledge about various unnatural monsters, their abilities, weaknesses, relations to each other. The optional specialties include aberrations and Far Realm entities.
 
Explosives stays, but only Explosives (Demolition) and Explosives (Fireworks) are widely used. Everything else is only relevant is anachronistic tech is present.
 
Falconry should stay. I think you could even introduce new specialties, such as archeopteryxes or small pteranodons, or similar creatures. I will think about it.
 
Farming should stay. Sure, it’s not a dungeon delving skill, but not all games are about dungeon delving.
 
Fast-Draw definitely stays. Do not forget that GURPS Martial Arts greatly expands the list of specialties with: Balisong, Flexible, Shuriken, Stone, and Tonfa. Shields Up! also adds Fast-Draw (Shield). I also add three more specialties.
Potion: This specialty covers alchemical potions and grenades, poison flasks, and other similar items.
Spell Component: This specialty covers material spell components. Pouches with such components usually are worn on the belt.
Wand: This specialty covers magical wands and psionic dorjes.
 
Fast-Talk definitely stays. Fast-Talk and Acting is what Bluff in D&D does.
 
Filch should stay. Just like some medical skills, I often see this skill combined with Sleight of Hand and Pickpocket. If you do that, you’ll get the D&D Sleight of Hand skill.
 
Finance is another skill that should stay, but that probably will be rarely used.
 
Fire Eating is one of those skill that you forget about after reading. A weird skill, but I see no reason to remove it.
 
First Aid is another essential skill that all adventurers should have. Please, put it on your character sheet, you won’t regret it.
 
Fishing should stay.
 
Flight should stay.
 
Flint Knapping is another new skill from GURPS Lands out of Time. Definitely could work for primitive people.
 
Flying Leap is another esoteric skill that fits monks and ninjas. Just like Breaking Blow, it can have different power sources.
 
Forced Entry should stay.
 
Forensics probably shouldn’t exist in a D&D world.
 
Forgery should stay. After all, even D&D has the Forgery skill.
 
Fortune-Telling should stay, but you should also decide if it’s real divination or not. I also add a new specialty.
Three-Dragon Ante: The popular Three-Dragon Ante card game evolved from the eponymous fortune-telling system invented by the Tuilans.
 
Forward Observer can exist in a D&D world if there are means to signal the artillery. Will be a rarely used skill anyway.
 
Free Fall should stay. It’s an extremely situational skill that might be useful even without any anachronistic tech. After all, there are spells that negate gravity!
 
Freight Handling should stay. Again, this is one of the non-dungeoneering skills.
 
Gambling should stay.
 
Games definitely should stay. I found many in-universe D&D games and can serve as specialties: Chaos and Strife; Compass Points; Dragonchess; Lord’s Ladder; Merchant’s Dice; Middlin’; Rat, Bug, Spider; Shelza Ir; Three-Dragon Ante; Treasure Chest; War’s Day; Wyrm Poker; Xorvintaal.
 
Gardening should stay.
 
Garrote should stay.
 
Geography should stay.
 
Geology should stay. Instead of specializing by planet type, a character may take a planar specialization, such as Geology (Arborea) or Geology (Elemental Plane of Earth).
 
Gesture should stay.
 
Group Performance should stay.
 
Gunner should stay. Gunner (Catapult) and Gunner (Rockets) exist on low TL, but the rest of them only work with anachronistic tech. GURPS Fantasy-Tech 1 also introduces a new specialty.
                Mirror: This specialty covers reflective heat rays, including those installed on vimanas.
 
Guns should stay, but not all specialties exist on low TL. Grenade Launcher, LAW, LMG, and SMG are only useful with anachronistic tech. Gyroc, Musket, Pistol, Rifle, Shotgun – these can work on TL3-4. Do not forget that GURPS Low-Tech and GURPS High-Tech introduce new specialties that can work in D&D worlds.
Gonne: This skill governs the use of gonnes. Defaults: DX-4 or other Guns-4.
Wrist Gun: This skill governs the use of spring-loaded gauntlets and similar wrist-mounted weapons. Defaults: DX-4, Guns (Pistol)-2, or other Guns-4.
 
Hazardous Materials has the Magical specialty that might be useful. The rest of them should either be removed or be used with anachronistic tech.
 
Heraldry is an important skill that is often overlooked. Do not remove it – make it matter!
 
Herb Lore should stay.
 
Hidden Lore should stay. The available specialties depend on the setting. I use the following ones.
Creation Lore: You know the secrets of the multiverse, such as the Dimensional Vortex, the Old Ones, the draedens, the Luminous Being, and the history of the multiverse’s creation and development.
Distant Worlds: You have detailed knowledge of worlds other than Karilan, be they different planets or Alternate Material Planes. You may also know how to get to these remote places.
Divine Mistakes: You have detailed knowledge of creatures that were deemed mistakes by their divine creators. You may know the whereabouts of such abominations’ prisons, the abilities and weaknesses of such creatures.
Dragon Lore: You know the secrets of the dragons that are unknown to most non-dragons. You possess knowledge of the various unique offspring of Tiamat and Bahamut, the lord of the ferrous dragons, dragon overlords, and dragon rulers.
Elder Evils: Some beings are so powerful and/or unnatural that their mere presence may bring the end of the world. You can recognize the signs of an upcoming apocalypsis and have detailed knowledge of the Elder Evils.
Remote Planes: You have knowledge of various planes that lie outside of the Great Wheel.
 
Hiking should stay.
 
History should stay.
 
Hobby Skill should stay.
 
Holdout should stay.
 
Housekeeping should stay.
 
Hypnotism should stay.
 
Hypnotic Hands is a new esoteric skill from GURPS Martial Arts, and it’s a very cool one. Just like other esoteric skills, different power sources are possible.
 
Immovable Stance is another esoteric skill. It should stay, but you might want to allow other power sources.
 
Innate Attack should stay. Do not forget that GURPS Furries adds a new specialty – Spray.
 
Intelligence Analysis should stay. Useful in military campaigns.
 
Interrogation should stay.
 
Intimidation should stay.
 
Invisibility Art is another esoteric skill. It should stay, but you might want to allow other power sources.
 
Jeweler should stay.
 
Judo should stay.
 
Jumping should stay.
 
Karate should stay.
 
Kiai is another esoteric skill. It should stay, but you might want to allow other power sources.
 
Knot-Tying should stay. After all, Use Rope was a D&D skill.
 
Lance should stay.
 
Lasso should stay.
 
Law should stay. You might even introduce an esoteric specialty that covers dealing with devils and similar things.
 
Leadership should stay.
 
Leatherworking should stay.
 
Lifting should stay.
 
Light Walk is another esoteric skill. It should stay, but you might want to allow other power sources.
 
Linguistics should stay.
 
Lip Reading should stay. It used it be a skill in D&D 3.0!
 
Liquid Projector should stay. Flamethrower exists on low TL, but the rest might be appropriate only if anachronistic tech is in play. However, I can imagine some tinkers coming up with devices that are used with Sprayer, Squirt Gun, or Water Cannon.
 
Literature should stay.
 
Lizard Climb is a new esoteric skill from GURPS Martial Arts, and it’s a very cool one. Just like other esoteric skills, different power sources are possible.
 
Lockpicking definitely should stay.
 
Machinist should stay.
 
Makeup should stay.
 
Market Analysis should stay.
 
Masonry should stay.
 
Mathematics should stay, but only the Applied specialty is really useful as a prerequisite for the Astronomy skill. Computer Science, Cryptology, and Statistics probably should be removed.
 
Mechanic should stay, but not all specialties will exist on low TL. The Vehicle Type specialty gets the following new vehicle types: Flying Ship, Land Sailer, Ornithopter, and Vimana.
 
Meditation should stay. Meditation is also used for hardcore improvisation by mystics, ur-priests, and shugenjas. In addition, it can be used instead of Will, if higher, when checking for crippled chi powers and abilities.
 
Melee Weapon skills should stay. The only one that only works with anachronistic tech is Monowire Whip. The rest, even Force Sword and Force Whip, can be used on low TL. Do not forget that GURPS Martial Arts also has the Force Saber skill.
 
Mental Strength is another esoteric skill. It should stay, but you might want to allow other power sources.
 
Merchant should stay.
 
Metallurgy should stay. This skill gets a new specialty.
Crystal: This is the study of crystalline materials, such as deep crystal, frystalline, crysteel, and others. Defaults: Jeweler-6, Metallurgy-4, Smith (Crystal)-6.
 
Meteorology should stay as Weather Sense.
 
Mimicry should stay.
 
Mind Block should stay. GURPS Supers has some nice new techniques for this skill.
 
Mount should stay.
 
Musical Composition should stay.
 
Musical Influence, just like the Enthrallment skills, are essential bardic skills. It definitely should stay.
 
Musical Instrument should stay. Check GURPS Low-Tech Companion 1 for a multitude of specialties.
 
Naturalist should stay. Instead of specializing by planet type, a character may take a planar specialization, such as Naturalist (Beastlands) or Naturalist (Elemental Plane of Air).
 
Navigation should stay. Even Navigation (Space) is useful in spelljamming campaigns. Navigation (Hyperspace) might work with anachronistic tech. A new specialty is required - Navigation (Phlogiston) is used to locate crystal spheres in the Flow. Navigation (Phlogiston) has no default.
 
Net should stay.
 
Observation should stay.
 
Occultism should stay. I do not require any specialization.
 
Packing should stay. I’ve actually seen this skill being used not long ago!
 
Paleontology should stay, but probably only Paleoanthropology, Paleobotany, and Paleozoology. Micropaleontology requires anachronistic tech.
 
Panhandling should stay.
 
Parachuting is a rarely used skill, but rigid parachutes, simple air brakes, and gliding cloaks do have a place in a D&D world (GURPS Fantasy-Tech 1: The Edge of Reality, p. 18).
 
Parry Missile Weapons should stay.
 
Performance should stay.
 
Pharmacy should only have the Herbal specialty.
 
Philosophy should stay. I found that the Planescape factions work well as Philosophy specialties – Athar, Bleak Cabal, Doomguard, Fated, Fraternity of Order, Free League, Godsmen, Harmonium, Mercykillers, Revolutionary League, Sign of One, Society of Sensation, Transcendent Order, Xaositects. I also found the following D&D specialties.
A Thousand Pins and Needles: Raw energy is the basis of all things. Every creature, every landscape, every thought was forged long ago in basic elemental energies. To escape the bounds of the world, one must understand this tapestry of strange and powerful energies and learn to become a vessel for their proper flow.
Elementalism: This is the belief in all things and actions being composed or attuned to a particular element – air, earth, fire, or water. A character with such a belief might, for example, upon encountering a situation that is out of their control (like fire), decide to just go along with whatever seems to be the easiest way regardless of the consequences (like choosing to go with the flow of water) and hope that this elemental counteraction will resolve the problem.
Fists of Zuoken: Zuoken was a human monk who achieved divinity and perfect harmony of body, mind, and spirit through knowledge, meditation, and decisive action. The disciples he gathered around him in life remain a significant monastic order dedicated to preserving knowledge of the psionic arts. The Fists of Zuoken believe that psionic powers are to be nurtured in all who possess them.
Guiding Hand: The philosophy of the Guiding Hand teaches that psionic power is a gift from the cosmos intended to help protect the universe from destruction. The natural extension of this philosophy is that those who are blessed with psionic power have a responsibility to protect the weak and innocent from marauding monsters and other dangers.
Infinite Harmony: The path of Infinite Harmony teaches that enlightenment comes not in distancing oneself from the world, but in realizing the seamlessness and synergy of all things. Only through complete assimilation into the world can one find a way to escape its limitations.
One Mind with Many Voices: The path of One Mind with Many Voices advocates the existence of a collective unconscious that binds all sentient beings together and that is the source of all thoughts and desires. To achieve enlightenment, one must join with the primordial overmind, surrendering one’s own thoughts while simultaneously adopting those of all thinking creatures.
School of Unmatched Excellence: The masters of this school teach that those who wield psionic power are a superior class of beings. Their inherent superiority gives them the right and even responsibility to assume dominion over their lesser kindred.
The Path of Thirty-Seven Obstacles: This philosophy stresses the importance of personal excellence and mastery, which is most clearly demonstrated by seeking out and defeating powerful opponents. Most commonly, adherents of this path live as adventurers, proving their worth against powerful monsters and claiming the treasure and other trophies that rightfully belong to them.
The Return to Center: The path of the Return to Center teaches that there is no difference between one point in time or space and the next. The passage of time, the existence of distance between two things, and all such similar perceptions are merely illusions that impose limits upon the untrained consciousness. Followers of this path learn that one’s destination is no farther away than one’s will to reach it.
Uniting Opposing Forces: Many paths of enlightenment encourage mind over matter: The body is something to be escaped or transcended on the path to enlightenment. Students of the Uniting Opposing Forces path hold that the opposite is true. Only by understanding the connection between mind and body, and by achieving perfect balance between the two, can true enlightenment be found. Those who follow this path spend long hours conditioning their bodies and learning how the mind can affect the physical frame.
 
Physician doesn’t really exist on low TL.
 
Physics should stay in its basic form.
 
Physiology should stay. D&D worlds are populated with a wide variety of creatures with different physiologies. Targeting vitals and brain sometimes is not straightforward. For example, a character without Physiology (Aranea) would not know that the aranea’s brain is located in the hump instead of the head and hence would not be able to target it (unless by rolling the hit location randomly). By knowing an appropriate specialty of Physiology, a character might be able to target special organs to disable biological powers or abilities.
 
Pickpocket should stay. Many combine it with Filch and Sleight of Hand.
 
Piloting is a rarely used skill in the context of D&D worlds. Piloting (Glider) is used for gliding cloaks and bird gliders (GURPS Fantasy-Tech 1: The Edge of Reality, p. 18). The rest only make sense with anachronistic tech. This skill also gets new specialties.
Broom: Any broom, staff or other pole enchanted with an appropriate spell. Requires two hands on the broom/staff/pole's shaft, but a version of the Hands-Free Riding technique (see p. MA73) called Hands-Free Piloting may be purchased to get around this. Defaults: Carpet-3, Lighter-Than-Air-4, Vertol-4, or any other Piloting at -5.
Carpet: Any carpet enchanted with an appropriate spell. Requires two hands on the leading edge of the carpet, but a version of the Hands-Free Riding technique (see p. MA73) called Hands-Free Piloting may be purchased to get around this. Defaults: Broom-3, Lighter-Than-Air-4, Vertol-4, or any other Piloting at -5.
Ornithopter: Any aircraft that flies by flapping its wings. These rare devices can be found in Teslos, but there are a few experimental models in Urai as well. Defaults: Autogyro-2, Helicopter-2, Vertol-4, or other Piloting at -5.
Spelljammer: Any vessel operated through a spelljammer helm. Only characters with magical, divine or psionic abilities can learn this skill. Unlike other Piloting specialties, Piloting (Spelljammer) is an IQ/Average skill. Defaults: IQ-6.
Vimana: Ancient Jamani flying vehicles that range from a personal flying chariot to huge aerial platforms with weapons. The technology and magic needed to construct vimanas is considered lost, and now the only way to obtain a vimana is to delve into the ancient Jamani ruins. Defaults: Contragravity-2, Vertol-3, or other Piloting at -5.
 
Poetry should stay.
 
Poisons should stay. Drugs are created using the default specialty. This skill gets new specialties, and I might add even more when I get to Pathfinder poisons.
Magic-Infused Poisons: This specialty covers the knowledge of magic-infused poisons – special drow-made poisons laced with magic. Prerequisite: any arcane magical abilities. Defaults: Poisons-4.
Positoxins: This specialty covers the knowledge of positoxins – special poisons laced with positive energy designed to harm undead. Prerequisite: powers granted by a good deity. Defaults: Poisons-4.
Psychic Poisons: This specialty covers the knowledge of psychic poisons – special substances that poison spellcasters casting spells on creatures carrying the poison on their skin or in their blood. Defaults: Poisons-4.
Ravages: This specialty covers the knowledge of ravages – special poisons designed to harm only unholy creatures. Defaults: Poisons-4.
 
Politics should stay.
 
Power Blow is another esoteric skill. It should stay, but you might want to allow other power sources.
 
Precognitive Block is a new esoteric skill from Pyramid #3-9. It should stay, but you might want to allow other power sources.
 
Precognitive Parry is a new esoteric skill from GURPS Martial Arts. It should stay, but you might want to allow other power sources.
 
Pressure Points is another esoteric skill. It should stay, but this one only makes sense as a chi skill.
 
Pressure Secrets is another esoteric skill. It should stay, but this one only makes sense as a chi skill. The Pressure Secrets skill (p. B215) can target physical chi abilities by striking the vitals, or mental ones by striking the skull, at an extra -2 to hit. If the victim suffers at least one point of injury, roll a Quick Contest of Pressure Secrets vs. the subject’s HT (physical) or Will (mental). Victory cripples the target ability for 2d seconds, after which it recovers automatically.
 
Professional Skill should stay.
 
Propaganda should stay.
 
Prospecting should stay.
 
Psychology should stay.
 
Public Speaking should stay.
 
Push is another esoteric skill. It should stay, but you might want to allow other power sources.
 
Religious Ritual is altered in my games.
Religious Ritual has specialties based on pantheons, i.e. Religious Ritual (Core Pantheon) will grant general knowledge of divine dogmas of core deities, and Religious Ritual (Elven Pantheon) will grant the same knowledge, but only about elven deities. Optional single-deity specialties downgrade the skill’s difficulty from Hard to Average (for example, Religious Ritual (Moradin) would be an Average skill).
In the context of Karilan setting, the following pantheon specialties exist: Archdevils, Archomentals, Core Pantheon, Demon Lords, Dragon Pantheon, Drow Pantheon, Dwarven Pantheon, Elven Pantheon, Fey Pantheon, Giant Pantheon, Gnome Pantheon, Goblinoid Pantheon, Goliath Pantheon, Halfling Pantheon, Human Pantheon, Illumian Pantheon, Kobold Pantheon, Neogi Pantheon, Orc Pantheon, Pharaonic Pantheon, Raptoran Pantheon, Tortle Pantheon, Tumephian Pantheon, Updu Pantheon, Warrior Pantheon.
For divine specialties, this skill is also used to sanctify or desecrate areas, creating zones of high or low sanctity. Most divine spellcasters use this skill to link up when combining powers.
The general worship of nature by the druids is covered by the Religious Ritual (Druidic) specialty. Nature spellcasters use Religious Ritual (Druidic) to link up when combining powers.
The general worship of spirits by the shamans is covered by the Religious Ritual (Spirit) specialty. Spirit spellcasters use Religious Ritual (Spirit) to link up when combining powers.
Each godmind has an optional specialty associated with it.
 
Research should stay.
 
Riding should stay. There might be many different specialties in D&D worlds! I should explore this topic someday.
 
Ritual Magic skill exists in my games, but it is not used for Ritual Magic from GURPS Magic. This skill has the following specialties.
Blood Magic: This is the ability to perform ritual sacrifices to gain power that can be used to cast blood spells.
Channeling: This skill covers channeling outsiders.
Gem Magic: This skill covers crafting gem dust injections for gem magic.
 
Running should stay.
 
Savoir-Faire should stay. I also use a new specialty – Savoir-Faire (Magical).
 
Scrounging should stay.
 
Scuba only works with anachronistic gear, so you might want to remove this skill.
 
Search should stay.
 
Search and Rescue is a new skill from GURPS Disasters: Hurricane. All of its specialty can be useful in a D&D world, I can imagine.
 
Sensitivity is a new esoteric skill from GURPS Martial Arts. It should stay, but you might want to allow other power sources.
 
Sewing should stay.
 
Sex Appeal should stay.
 
Shadowing should stay.
 
Shield should stay. Do not forget that GURPS Low-Tech Companion 2 introduces a new specialty – Guige.
 
Shiphandling is a skill that can work in a D&D world. Mostly, its Ship specialty, but Airship and Submarine can work for cutting edge artificers. Spaceship and Starship are only appropriate for anachronistic ultra-tech. I also added a new specialty from GURPS Vehicles: Transports of Fantasy.
Flying Ship: This skill covers xakhun windships and similar aerial vessels. Defaults: IQ-6, Flying Sailor-5.
 
Singing should stay.
 
Skating should stay.
 
Skiing should stay.
 
Sleight of Hand should stay. Many combine it with Filch and Pickpocket.
 
Sling should stay.
 
Smith should stay. I also introduce a new specialty.
                Crystal: This is the ability to work crystalline materials, such as deep crystal, frystalline, crysteel, by hand. Defaults: Jeweler-4, Professional Skill (Glassblower)-6.
 
Smuggling should stay.
 
Sociology should stay.
 
Soldier should stay.
 
Spear Thrower should stay.
 
Speed-Reading might seem like a useless skill, but it helps wizards prepare spells from their spellbooks better.
 
Sports should stay. I should find some D&D sports to create a list of specialties.
 
Stage Combat should stay.
 
Stealth should stay.
 
Strategy should stay. Even the Space specialty can be used in spelljammer combat.
 
Streetwise should stay.
 
Submarine should stay, but only the Unpowered specialty that was introduced in GURPS Low-Tech. The rest of the specialties are only appropriate for games with anachronistic gear.
 
Sumo Wrestling should stay.
 
Surgery should stay. D&D has a lot of grafting going on, so I introduce the following specialties.
Elemental Grafting: Grafting “body parts” of elementals.
Embedding: Implanting magical gems, dragonshards, etc. into the body.
Fleshgrafting: Grafting body parts of living creatures.
Golemics: Grafting construct parts. Use Mechanic or other appropriate skills when grafting from one construct to another.
Necrografting: Grafting undead or deathless body parts, even if insubstantial.
Phytografting: Grafting plant body parts.
Vile Deformity: Intentional self-mutilation that grants some abilities.
 
Survival should stay.
 
Swimming should stay.
 
Symbol Drawing depends on the magic system in use. I use this skill for the following purposes. This is a primary spellcasting skill for binders, runecasters, and runepriests. Runepriests have specialties that correspond to a single deity of the dwarven, elven, giant, and illumian pantheons. Non-runepriest divine spellcasters can use these skills as well – by taking two seconds to trace divine runes in the air with a free hand and making a successful Symbol Drawing roll, such a spellcaster can improve the next casting roll by 1, as long as it is made within five seconds. A failed roll results in a -2 penalty to the casting roll instead.
In addition to deity-specific specialties for runepriests, this skill has the following specialties.
Bereg-arnaadh: This specialty is used by the sigil carvers. This specialty requires the user to be literate in the High Elven language. Make an IQ-based Symbol Drawing (Bereg-arnadh) roll to identify a spell, but a DX-based roll to cast one.
Binding: This specialty is used for pact magic.
Psioinic Glyphs: This specialty is used by aboleths and illithids to inscribe psionic glyphs.
Qualithar: Qualithar is an arcane lexicon used by the mind flayer runecasters.
Summoning Circles: This specialty is used to mitigate planar distance penalties when summoning extraplanar beings.
Thuli-Vantu: Thuli-Vantu is an arcane lexicon used by the raptorans and the rock gnomes.
Tir’su: Tir’su is the written script of the gith. The githyanki are known to empower their tir’su words with magic to create rune spells.
Und-Rask: Und-Raks is an arcane lexicon developed by the mountain dwarves of Stat-Und. Nowadays, runecasters can learn runes of this lexicon in almost any magic academy.
 
Tactics should stay.
 
Teaching should stay.
 
Teamster should stay. Again, there could be many specialties in a D&D world, and I should explore this topic someday.
 
Thaumatology should stay. I also allow taking an optional specialization for a type of magic, such as shadow magic, blood magic, conjuration, evocation, etc.
 
Theology is altered in my games.
Theology has specialties based on pantheons, i.e. Theology (Core Pantheon) will grant general knowledge of divine dogmas of core deities, and Theology (Elven Pantheon) will grant the same knowledge, but only about elven deities. Optional single-deity specialties downgrade the skill’s difficulty from Hard to Average (for example, Theology (Moradin) would be an Average skill).
In the context of Karilan setting, the following pantheon specialties exist: Archdevils, Archomentals, Core Pantheon, Demon Lords, Dragon Pantheon, Drow Pantheon, Dwarven Pantheon, Elven Pantheon, Fey Pantheon, Giant Pantheon, Gnome Pantheon, Goblinoid Pantheon, Goliath Pantheon, Halfling Pantheon, Human Pantheon, Illumian Pantheon, Kobold Pantheon, Neogi Pantheon, Orc Pantheon, Pharaonic Pantheon, Raptoran Pantheon, Tortle Pantheon, Tumephian Pantheon, Updu Pantheon, Warrior Pantheon.
The general worship of nature by the druids is covered by the Theology (Druidic) specialty.
The general worship of spirits by the shamans is covered by the Theology (Spirit) specialty.
Each godmind has an optional specialty associated with it.
 
Throwing should stay.
 
Throwing Art is another esoteric skill. It should stay, but you might want to allow other power sources.
 
Thrown Weapon should stay. Do not forget that GURPS Low-Tech introduces a new specialty – Disc. GURPS Low-Tech Companion 2 introduces a new specialty – Sword. And Shields Up! introduces a new specialty – Shield.
 
Tracking should stay.
 
Traps should stay.
 
Typing is one of those skills that can be safely removed, in my opinion.
 
Urban Survival should stay.
 
Ventriloquism should stay.
 
Veterinary should stay.
 
Weird Science should stay? I have never seen it used, but I think it has a place in a D&D world.
 
Wrestling should stay.
 
Writing should stay.
 
Zen Archery is another esoteric skill. It should stay, but you might want to allow other power sources.
 
I also introduce two new skills.
 
Use Enchanted Item (IQ/Average)†
Defaults: None.
This skill lets you use enchanted items. Some items might require a successful roll of this skill to be used, but most do not. Use Enchanted Item may be substituted for most of the required rolls for enchanted items – IQ rolls to “cast”, Innate Attack rolls to aim (use a DX-based roll for that), etc. However, Use Enchanted Item cannot be used in place of a weapon skill – you still have to roll against Broadsword to hit with a magical sword. In addition, if an item has special requirements, such as possessing the Sorcerous
Empowerment advantage, this requirement can be circumvented with a Use Enchanted Item skill roll at a -2 penalty per restriction.
You must specialize by power source – magic, divine, psi, etc.
 
Zen Spellcasting (IQ/Very Hard)
Defaults: None.
Prerequisites: Trained By A Master or Weapon Master, Innate Attack at 18+, and Meditation.
This skill allows you to strike difficult targets with ease with spells that use the Innate Attack skill, including enchanted items that produce similar effects. On a success, add up the penalties for size and speed/range, and then divide them by three (round down).
Modifiers: -10 if used instantly, dropping to -5 after 1 turn of concentration, -4 after 2 turns, -3 after 4 turns, -2 after 8 turns, -1 after 16 turns, and no penalty after 32 turns.
 
In the end, you can see that I barely remove anything from the skill list. The point of this post is not to give a specific skill list, but to show that almost any skill can be used in an appropriate game. The skill list depends less on the genre, but on the game itself. I still find the idea of pre-written skill lists puzzling, so I do not know why the hell I even wrote this post.


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