How do I use the skill checklists?
- 1 of 6: Once you decide which four classes of characters you want to eventually have after two promotions (see page 35 of the player manual), find and use the four appropriate skill checklists to help figure out which skills to give them when you create them and which skills to get them later on.
- 2 of 6: Once a character has a skill, check it off on his list. If you find a skill learning book that a character can't use yet, but you'll want him to use after he's promoted, put that book in his inventory and check the skill off the checklist.
- 3 of 6: Note that the checklists don't list every skill the character class can learn, but they do list all the ones that he can become a master or grandmaster in eventually, as well as other skills that I think are particularly useful. For instance, everyone should have the Bow skill even if they can't ever master it, just so they can shoot monsters from a distance. Also, I always recommend the Merchant skill so that training will cost a little less. Everyone pays for their own training, you know.
- 4 of 6: Another thing to note is that you don't necessarily want to develop every skill that a character can eventually master or grandmaster in. For instance, gladiators can master both the Unarmed skill and the Cudgel skill, but why develop both since they're mutually exclusive? Pick one and ignore the other one (mark it out if you're using a printed checklist). As a matter of fact, I always have my gladiator become a GM in Blade skill and ignore the Spear, Cudgel, and Unarmed skills.
- 5 of 6: You also wouldn't want to develop everyone's master and GM skills to the max for "party skills." Those are the ones that only one person has to have to benefit the whole party. They include Perception, Disarm Trap, Identify Item, Identify Monster, and Repair Item. Merchant and the magic skills could be said to be party skills, too, but they have personal benefits that really make them personal skills that everyone who can learn them would benefit from.
- 6 of 6: So if, for instance, you have two characters in your party who can master the Disarm Trap skill (and no one who can GM in it), then pick one character to give the Disarm Trap skill to, and don't ever bother giving it to anyone else.
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