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Ability-Pillar Combinations in the Core Rules
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<blockquote data-quote="Mengu" data-source="post: 5947129" data-attributes="member: 65726"><p>If I had to pick one thing I do like about the next iteration, it would be this new approach to how skills are used.</p><p></p><p>I don't really think we need a rigid structure, it's mostly in the hands of the DM, to decide what each situation calls for. From what I understand of their intention, every skill can be added to nearly every ability check. The skill check will usually coincide with the ability we're used to using, but sometimes, the ability check may add an unusual skill, and sometimes the skill bonus may be added to an unusual ability.</p><p></p><p>Let's say your rogue has the local vigilante background which gives him training in Intimidate... You want to whip out your rapier and slash a perfect Z on your opponent's shirt, to try and scare him into submission. Your DM may ask for you to make a dexterity check, and allow you to add your intimidate bonus.</p><p></p><p>Or let's say your warlord has the battle tactician background which gives him training in history. You want to persuade the local hotheaded lord that historically, defending the keep from behind walls has been more successful and yielded less casualties than taking the cavalry out to meet an enemy that outnumbers you in the open field. Your DM may ask for a charisma check to see how well you can influence the lord, and allow you to add your history bonus for a well conceived argument.</p><p></p><p>To give some other random examples, when the fighter with the city guard background asks if he knows any shortcuts to a location, the DM may ask for an intelligence check and ask him to add his streetwise bonus. When the wizard with religious lore is trying to convince an unfamiliar priest that his wounded warrior companion needs healing, and tries to appeal to the exact religious nature of the priest, the DM may ask for a charisma check, and ask the wizard to add his religion bonus.</p><p></p><p>So, the way things are setup right now, we can mix and match abilities and skill bonuses to suit the situation in hand. In previous editions, there were many times I was a little stumped by which skill to use, because the task at hand didn't quite jive with the necessary action. It was okay to ask for an acrobatics check to entertain a crowd (or thievery for slight of hand tricks), but it will be much more appropriate to ask for a charisma check to entertain the crowd and add your acrobatics or thievery bonus. I'm half tempted to switch to this approach in my 4e game.</p></blockquote><p></p>
[QUOTE="Mengu, post: 5947129, member: 65726"] If I had to pick one thing I do like about the next iteration, it would be this new approach to how skills are used. I don't really think we need a rigid structure, it's mostly in the hands of the DM, to decide what each situation calls for. From what I understand of their intention, every skill can be added to nearly every ability check. The skill check will usually coincide with the ability we're used to using, but sometimes, the ability check may add an unusual skill, and sometimes the skill bonus may be added to an unusual ability. Let's say your rogue has the local vigilante background which gives him training in Intimidate... You want to whip out your rapier and slash a perfect Z on your opponent's shirt, to try and scare him into submission. Your DM may ask for you to make a dexterity check, and allow you to add your intimidate bonus. Or let's say your warlord has the battle tactician background which gives him training in history. You want to persuade the local hotheaded lord that historically, defending the keep from behind walls has been more successful and yielded less casualties than taking the cavalry out to meet an enemy that outnumbers you in the open field. Your DM may ask for a charisma check to see how well you can influence the lord, and allow you to add your history bonus for a well conceived argument. To give some other random examples, when the fighter with the city guard background asks if he knows any shortcuts to a location, the DM may ask for an intelligence check and ask him to add his streetwise bonus. When the wizard with religious lore is trying to convince an unfamiliar priest that his wounded warrior companion needs healing, and tries to appeal to the exact religious nature of the priest, the DM may ask for a charisma check, and ask the wizard to add his religion bonus. So, the way things are setup right now, we can mix and match abilities and skill bonuses to suit the situation in hand. In previous editions, there were many times I was a little stumped by which skill to use, because the task at hand didn't quite jive with the necessary action. It was okay to ask for an acrobatics check to entertain a crowd (or thievery for slight of hand tricks), but it will be much more appropriate to ask for a charisma check to entertain the crowd and add your acrobatics or thievery bonus. I'm half tempted to switch to this approach in my 4e game. [/QUOTE]
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