As I promised I go on the system conversation with the old skills. In this post, I show you how can you handle the original skills in the Basic/Master relation. Remember master level grants only the possibility of the skill check, it is not grant success.
Here are the skills:
Animal Training (Cha): Basic skilled animal trainer can look after common animals, but masters can handle exotic animals.
Appraise (Int): With basic skill, the character can evaluate common stuff, masters can value rare and expensive masterpieces.
Balance (Dex): Beginner rope-dancer can move on easy ground(planks, wide edges, etc.), masters can balancing almost everywhere. (eg.: thin rope)
Brew Poison (Int): Basic poison makers can make small portions of light poisons. Masters are able to make the strongest poisons.
Climb (Str): Basic: easy tracks, like a castle wall, trees, low cliffs. Masters can climb hard routes, for example, wet castle wall, well built dwarven stronghold, hard cliffs.
Concentration (Wis): Basic users have +5 DC in concentration. Masters do not suffer a penalty.
Craft or Profession (Int or Dex): Basic craftsmen can make only common items, masters have the knowledge to make rare and refined things.
Disguise (Cha): Basic user can disguise as common people, which is fit in the current situation. For example, a guard in a fortress. Masters can hide behind an uncommon mask, eg.: A merchant from Enosuke in a pyarronian ball.
Escape Artist (Dex): Basic skilled people know common knots, masters know almost every special knots.
Find and Remove Traps (Dex): As the Escape Artist, Basic: common traps, Master: exotic, magic traps.
Find Tracks (Wis): Basic trackers can find common tracks, humanoids, animals,etc. Master trackers can find exotic rare species tracks.
Forgery (Int): Basic skilled people can make common papers, arts, masters can forge exotic, rare things.
Heal (Wis): Basic healers can regain only HP, DC 8: 1d4, DC 12: 2d4, DC 16: 3D4, DC 22: 4D4. Master healers can regain vitality (see later) and critical wounds. (broken limbs, special diseases)
Hide (Dex): Basic skilled hiding men can hide in common places, for example in a shadow of the huge pillar. Masters can hide in impossible places. Eg.: behind a thin pole.
Jump (Str): Common distances for basic skilled jumpers (1-7 meters), special hard jumps for masters.
Knowledge (Int) – History, Magic, Theology, Wilderness, Plants etc.: Average everyday knowledge with basic skill, exotic, rare things for masters.
Listen (Wis): Basic users can hear sounds from normal distance, without noise. Masters can hear from far and even behind noise.
Open Locks (Dex): Basic: Common locks, Master: special, magic locks.
Perform (Cha): Basic skilled performers can make easy performs, for example, playing a common customer in the local store. Masters can perform dramas, complex roles to scam.
Pick Pockets (Dex): Basic pickpockets can steal from common people in the crowded marketplace, masters can steal almost everything in everywhere.
Read Signs (Int): Basic: common signs, master: rare ancient and exotic writings.
Ride (Dex): Basic riders can handle average situations, for example, calm a scared horse. Masters have skills for exceptional riding situations and for exotic mounts.
Sail (Dex): Basic skilled sailors can handle the sails in everyday situations, masters are prepared for special cases, for example, magic storm, sea monsters.
Sneak (Dex): Common sneakers can avoid easy targets, for example on a rocky surfaces a sleepy guard. Masters can sneak hard targets also.
Spellcraft (Int): Basic skilled magicians have a +5 penalty on this skill.
Spot (Wis): Basic spotter can recognize easy targets, masters spots almost everything.
Stargazing (Wis) Basic skilled gazers have +5 penalty on this skill.
Swim (Str): Basic skilled swimmers can move on still easy water, masters can swim through hard obstacles, for example, whirlpool.
These are the original skills from SaM and usage in the D20Ynev. Hope you can find it useful.
Br,
P