greywulf
First Post
/greywulf claps hands in glee.
I love how this thread is turning out. Thanks for all the input, folks.
The only issue I have with what's been said so far is this:
This is like saying
* "Let's get rid of Longswords+1, because that's like being able to cast Magic Weapon at will."
* "We have to limit the Open Locks skill, because it's even more powerful than Open/Close."
* "The Hide skill is way too powerful. It's like Invisibility, but without the duration!"
You get the idea, I'm sure. Magic isn't the only way to do things, and not always the best.
Here's the baseline: skills can be good - brilliant and essential, even. They are as intrinsic and important a part of a character's list of abilities as feats or even the supposedly all-powerful spell list. So what if some of them are great (Hide, Move Silently, and Intimidate), and some (Use Rope?! I ask you....) are just staggeringly dull. I'm pretty sure there'll be gamers out there foaming at the mouth because the only skill their character ever uses is Use Rope, and he's an 18th level Fiendish Half-Elf Shadowdancer/Paladin of Horus. But I digress......
I like the -10 to use Intimidate in a Full Round. That's a good compromise that takes the edge off the worst (potential) abuses of the skill if my House Rule of "it's a standard action" doesn't suit. That's cool.
On the "role-play vs. rule-play" debate, I'd say that the skills should reflect the character, not your abilities as a player. If you play the character as intimidaing, then they should have the Intimidate skill to a reasonable degree. If you're not, then the skill rolls will help. I do give bonuses for great acting though (never penalties for poor acting skills). You wouldn't neglect to take the Hide skill for your Rogue, just because you (the player) is wearing black.
Keep it coming
I love how this thread is turning out. Thanks for all the input, folks.
The only issue I have with what's been said so far is this:
Hussar said:So, we're back to the 3.0 version of the skill where you have an unlimited Suggestion spell at your beck and call. After all, if I intimidate the baddy, he does what I say. There was a reason they took that bit out of 3.0 and added the 1 minute bit in 3.5. If I can do it as a standard action then it is WAY overpowered.
This is like saying
* "Let's get rid of Longswords+1, because that's like being able to cast Magic Weapon at will."
* "We have to limit the Open Locks skill, because it's even more powerful than Open/Close."
* "The Hide skill is way too powerful. It's like Invisibility, but without the duration!"
You get the idea, I'm sure. Magic isn't the only way to do things, and not always the best.
Here's the baseline: skills can be good - brilliant and essential, even. They are as intrinsic and important a part of a character's list of abilities as feats or even the supposedly all-powerful spell list. So what if some of them are great (Hide, Move Silently, and Intimidate), and some (Use Rope?! I ask you....) are just staggeringly dull. I'm pretty sure there'll be gamers out there foaming at the mouth because the only skill their character ever uses is Use Rope, and he's an 18th level Fiendish Half-Elf Shadowdancer/Paladin of Horus. But I digress......
I like the -10 to use Intimidate in a Full Round. That's a good compromise that takes the edge off the worst (potential) abuses of the skill if my House Rule of "it's a standard action" doesn't suit. That's cool.
On the "role-play vs. rule-play" debate, I'd say that the skills should reflect the character, not your abilities as a player. If you play the character as intimidaing, then they should have the Intimidate skill to a reasonable degree. If you're not, then the skill rolls will help. I do give bonuses for great acting though (never penalties for poor acting skills). You wouldn't neglect to take the Hide skill for your Rogue, just because you (the player) is wearing black.
Keep it coming
