Skill ListSkills in 4e were always one of my sticking points. It appears though, after review, that all the needed skills are there, even if they're hidden somewhat by the grouping. Just to make sure that everyone's on the same page at making their characters good at what they want them to be good at, though, here's a list.
Skill TrainingIn order to give a bit more customisation to character builds, you may make use of this option. For each Trained skill you have that has multiple uses, you may designate one use as the character's Expertise. If you do, you must designate another use as Partially Trained. You gain a +2 bonus to the Expertise, and a -2 to the Partially Trained use.
This means a Trained skill will still be +5, but the Expertise use will have a +7 bonus, and the Partially Trained use will have a +3 bonus. |
Racial OptionsPlayable races are listed in The Ten.
In cases where a race lists one bonus as mandatory and others as optional, they are all optional. You may pick any two. All races speak Common, which is the trade language of Verdas, invented by the Dromites and Mataca in order to facilitate their haggling. In addition, races speak their own racial language which has it's own script.
Class OptionsIn researching the system, and playing through a few scenarios, I've identified one glaring issue. Essentials classes taken by themselves are fine, but when they're combined with non-Essentials feats and powers, the result is quite often massively overpowered, to the point that in order to make an encounter challenging to those characters, they would be deadly to the rest of the party.
I don't want to limit your class choice, though, so Essentials classes will remain playable. However, if you choose to play an Essentials class, you may only take Essentials feats and Powers. (If you use the D&Di Character Creator, creating an Essentials character instead of a custom character will automatically show you the allowed feats and powers.) Breaking Ties
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