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What should the skill list look like?
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<blockquote data-quote="Chris_Nightwing" data-source="post: 6023647" data-attributes="member: 882"><p>You're spot on - that's exactly what I meant. It works slightly differently, but still well with the intimidate example too:</p><p></p><p>- you're trying to get a street thug to tell you who hired him: not Strength, he's used to being beaten up.</p><p>- you want the thief to tell you where the gold is hidden: not Intelligence, he's a cunning fellow who'll tie you up in half-truths.</p><p>- you want to get the deaf beggar to tell you what he saw that night: not Charisma, all the talking in the world won't help!</p><p></p><p>It all comes down to the DM's impression of how the situation can be resolved, there are definitely times when no amount of table-smashing will get someone to confess a crime. Good cop, bad cop is about more than just being nice or nasty, it's using charisma vs. using strength to get them to talk, or wisdom vs. intelligence to figure out if someone is lying.</p><p></p><p>The paradigm of skill checks as presented in the playtest rules is 'test this ability because it specifically is relevant', so skills should add to relevant ability modifiers, rather than the other way round. A caveat though: it requires a bit more careful definition of abilities, or a description of which abilities a skill works with (charisma never helps climb, for instance).</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 6023647, member: 882"] You're spot on - that's exactly what I meant. It works slightly differently, but still well with the intimidate example too: - you're trying to get a street thug to tell you who hired him: not Strength, he's used to being beaten up. - you want the thief to tell you where the gold is hidden: not Intelligence, he's a cunning fellow who'll tie you up in half-truths. - you want to get the deaf beggar to tell you what he saw that night: not Charisma, all the talking in the world won't help! It all comes down to the DM's impression of how the situation can be resolved, there are definitely times when no amount of table-smashing will get someone to confess a crime. Good cop, bad cop is about more than just being nice or nasty, it's using charisma vs. using strength to get them to talk, or wisdom vs. intelligence to figure out if someone is lying. The paradigm of skill checks as presented in the playtest rules is 'test this ability because it specifically is relevant', so skills should add to relevant ability modifiers, rather than the other way round. A caveat though: it requires a bit more careful definition of abilities, or a description of which abilities a skill works with (charisma never helps climb, for instance). [/QUOTE]
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