Beruflich Dokumente
Kultur Dokumente
Climbing, Hiking, and Stealth -- The party is only as good at these things as its worst party member,
and nearly every party has to move around as a unit at some point.
Driving or Riding -- Travel is vital to adventure, and while "every hero can drive/ride a horse" is often
assumed, it isn't automatic in games that have skills for these things.
First Aid -- Effective bandaging isn't an unskilled activity, AD&D notwithstanding. Non-action heroes
often want to do this to "contribute" to party combat effectiveness, so they especially need this skill.
Gesture -- Sooner or later, communication without making a sound will be vital to almost any party's
survival.
Observation, Scrounging, or Search -- Noticing interesting things takes training, and finding clues and
useful items is so central to adventures that no PC should lack at least basic training here.
Savoir-Faire or Streetwise -- Everybody came from somewhere. It's passing annoying when a player
just assumes that her PC would "get on with folks in her element" without having any practical social
skills to back up the assumption.
I further suggest -- strongly -- that action heroes have this list as well:
Axe/Mace, Broadsword, Knife, Shortsword, or Staff -- Wielding a stick, knife, or heavy tool to any real
effect requires practice. These common improvised weapons are not idiot-proof, trivial, or safe to use
without training.
Beam Weapons, Bow, Crossbow, or Guns -- However easy "point and shoot" looks, it's quite tough in
reality. No credible action hero lacks competency at all ranged combat.
Boxing, Brawling, or Karate -- Fisticuffs are the worst place to be untrained. Your fists are the only
weapons you always have, so learn to use them.
Forced Entry -- No, it isn't easy to kick in a door. Actually, unless you know how, you'll hurt yourself.
Holdout -- "Concealable" equipment only works if you have skill at concealment, and frustratingly few
players realize this.
Judo, Sumo Wrestling, or Wrestling -- The number of people who think they should be able to grab
others automatically is astounding. In fact, this is a difficult feat, trickier than hitting people, and
absolutely requires training.
Throwing -- Whether you're tossing spare magazines to friends or grenades at enemies, this is a
trained skill, so it pays to know it.
I think that players would be far less unhappy about surprises if more GMs made lists like this and did
everything possible to get players to take them seriously. A PC with Brawling, Fast-Talk, Forced Entry,
Holdout, Knife, Scrounging, Stealth, and Wrestling should be able to make and conceal a shiv, overpower a
guard, steal his clothes, sneak away from the scene, talk his way past the other guards, and leave through
an inadequately bolted back door.