Memorize Spells: Scoundrels would, of course, have a much slower advancement rate for spell memorization, and maybe they should have a chance to mess this up as well. Anyway, this isn't without precedent, either in the literature (I seem to remember the Gray Mouser casting a spell- without a scroll- in an escape he made before he met up with Fafhrd) and in gaming, as Mountebanks, a type of rogue in the Majestic Wilderlands, can cast spells. Verdict: Ability
Ancient Lore: Basically, you get to know stuff, like ancient prophesies, identifying legendary weapons and rare mythical creatures, etc. I don't see why this should be limited to scoundrels. Magic-users and clerics should totally have access to this as a skill, and fighters could conceivably study this as well, especially if they hail from cultures with strong oral traditions. Verdict: Skill
Read Languages: Being able to puzzle out something written in a language you don't know. This also seems like something other classes should have access to, especially magic-users and clerics, especially if you're running a game where there's an ancient dead language that most languages descend from and that religion and scholarship still use, like Latin in medieval Europe. Verdict: Skill
Thieves' Cant: A thieves' secret language, so full of slang and jargon that others can't understand it, with roots in historical fact. This seems like a very setting-specific thing to me. I'd either leave it out entirely or make it an automatic feature of every character with a certain background- namely, a member of the Thieves' Guild. Verdict: Out
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