Subterfuge or Awareness?
These dungeoneering abilities make perfect sense in the context of Fighter / Thief / Wizard class selection of SoTU Refired. In Tempora Mutantur, I still like Athletics for Enforcers and Lore for Thinkers, but I’m starting to question Subterfuge for Scouts. I’ve toyed before with replacing Subterfuge with Awareness, and I think I might make the switch in the next revision.
This would imply several rule changes. Awareness could be used for Surprise checks at the start of combat. Scouts should be better at figuring out when the party has become lost, or if a rad storm is forthcoming. I had previously used Lore in these cases, but Awareness would be a better fit. Also, it never quite felt right using a skill called ‘Subterfuge’ as the key skill for searching ruins. Modifications to some mutations would also be in order.
If anyone has an opinion on this matter, I would be interested in hearing it (feel free to leave a comment to this post). In the meantime, here are some alternate takes on some Tempora Mutantur rules:
- Download: Tempora Mutantur (Alt Core Rules, Rev 5)
- Download: Subterranean Exploration (Alt Rules, Rev 0)
- Download: Wilderness Exploration (Alt Rules, Rev 1)
- Download: Mutations Supplement (Alt Rules, Rev 2)