S
Sunseeker
Guest
I've got a couple of campaigns I'm working on atm and one of them moreso than the other will require investigative skills much more than combat skills. Many situations will involve traps, locks, magical devices, diplomacy and so forth with absolutely no way to resolve the situation with combat mechanics.
So I'm wondering how well 5th supports this sort of adventure? Should I limit/nudge certain classes over others? I suspect that Wizards, Rogues and Bards will be particularly useful most of the time while Fighters, Barbarians and Paladins will see little "screen-time". Would it be better to give players the Skilled feat for free? That would bring even the lowest-skilled class up to 7 total skills (including background), which would certainly round out some of the martial classes with more options at the table. Or am I overthinking things? Do classes, plus backgrounds and possible racial proficiencies already give even the least-skilled classes enough tricks to handle more "thinking" situations and less combaty ones?
So, textwall summary:
Does 5E handle low-combat, high-investigation/exploration games well?
Do characters need anything extra to handle these situations or do the default rules provide enough?
Should I add extra sub-skills (similar to 3.5's Knowledge: *subject* skills) to help players be better at specific things instead of generalists?
So I'm wondering how well 5th supports this sort of adventure? Should I limit/nudge certain classes over others? I suspect that Wizards, Rogues and Bards will be particularly useful most of the time while Fighters, Barbarians and Paladins will see little "screen-time". Would it be better to give players the Skilled feat for free? That would bring even the lowest-skilled class up to 7 total skills (including background), which would certainly round out some of the martial classes with more options at the table. Or am I overthinking things? Do classes, plus backgrounds and possible racial proficiencies already give even the least-skilled classes enough tricks to handle more "thinking" situations and less combaty ones?
So, textwall summary:
Does 5E handle low-combat, high-investigation/exploration games well?
Do characters need anything extra to handle these situations or do the default rules provide enough?
Should I add extra sub-skills (similar to 3.5's Knowledge: *subject* skills) to help players be better at specific things instead of generalists?