Hey Community I'm curious as to know how you handle the application of Cult Skills. As I've mentioned in other posts I'm somewhat of a Skill junkie and so inconsistencies or discrepancies with skills always make me puzzled. Now its not that I think that the Cult Skill rules are in anyway broken, its just that I find them to be slightly ill defined. I wanted to get a measure of how other GM's and Players handle them.
I feel, for fairness sake, that they should replace skills on the Initiate career as per the Players preference. So for example the devotees of Myrmidia have access to both Leadership and Weapon Skill as Cult related skills, I love this as it suits the flavor, however I feel that in order to have one of those skills considered a career skill the player must sacrifice one of the standard Initiate skills. So First Aid would be replaced in this instance. This I feel helps even up the skill distribution. A priest class gains access to 6 skill to begin with anyway so adding 2 more that only cost one advancement puts them way out ahead of even the Rouge / Skill oriented careers.
Let me know what you guys feel. If you think that I'm completely off my rocker please let me know, however if you are going to do this you should come with examples and reason.
Thanks!