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General Tabletop Discussion
*Pathfinder & Starfinder
Ability-Pillar Combinations in the Core Rules
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<blockquote data-quote="Tony Vargas" data-source="post: 5946925" data-attributes="member: 996"><p>There should definitely be something to keep all PCs viable in each of the three pillars. Getting the DM to let you use your best stat in a variety of checks could be one of them. I'm not sure it would be the best, but if we're stuck with an open-ended skill system and resolution by DM fiat, it may be about the best we can hope for.</p><p></p><p>Anything can be rationalized:</p><p></p><p>STR combat: obvious; interaction: strong-arm intimidation, flex to impress; exploration: break down doors, carry stuff, clear passages.</p><p></p><p>CON combat: obvious; interaction: lengthy interrogations, vigorous *ahem* intimacy, interminable negotiations; exploration: long slogs through difficult terrain, staying alert well on watch</p><p></p><p>DEX combat: obvious; interaction: dancing, juggling, slight of hand, general 'grace'; exploration: reacting to traps and dangers quickly, balancing in difficult circumstances, moving quickly when it matters.</p><p></p><p>INT combat: knowledge of enemy strength/weaknesses, spells, 'scientific' combat styles, tactical acumen; interaction: encyclopedic knowledge, logical arguments, inductive/deductive take on insight; exploration: area and history knowledge, deciphering inscriptions, solving puzzles.</p><p></p><p>WIS combat: 'reading' an enemy, spotting danger or opportunity, heal checks, combat styles emphasizing caution and patience; interaction: insight is the biggie - reading and understanding/empathizing with others, making common-sense arguments; exploration: spotting dangers, taking precautions, understanding/experience of environments, common sense.</p><p></p><p>CHA combat: feinting, feigning death, bluffing/intimidating to force morale checks, flamboyant or deceptive combat styles; interaction: obvious; exploration: keeping up morale, keeping the team on-task.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 5946925, member: 996"] There should definitely be something to keep all PCs viable in each of the three pillars. Getting the DM to let you use your best stat in a variety of checks could be one of them. I'm not sure it would be the best, but if we're stuck with an open-ended skill system and resolution by DM fiat, it may be about the best we can hope for. Anything can be rationalized: STR combat: obvious; interaction: strong-arm intimidation, flex to impress; exploration: break down doors, carry stuff, clear passages. CON combat: obvious; interaction: lengthy interrogations, vigorous *ahem* intimacy, interminable negotiations; exploration: long slogs through difficult terrain, staying alert well on watch DEX combat: obvious; interaction: dancing, juggling, slight of hand, general 'grace'; exploration: reacting to traps and dangers quickly, balancing in difficult circumstances, moving quickly when it matters. INT combat: knowledge of enemy strength/weaknesses, spells, 'scientific' combat styles, tactical acumen; interaction: encyclopedic knowledge, logical arguments, inductive/deductive take on insight; exploration: area and history knowledge, deciphering inscriptions, solving puzzles. WIS combat: 'reading' an enemy, spotting danger or opportunity, heal checks, combat styles emphasizing caution and patience; interaction: insight is the biggie - reading and understanding/empathizing with others, making common-sense arguments; exploration: spotting dangers, taking precautions, understanding/experience of environments, common sense. CHA combat: feinting, feigning death, bluffing/intimidating to force morale checks, flamboyant or deceptive combat styles; interaction: obvious; exploration: keeping up morale, keeping the team on-task. [/QUOTE]
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