Adventuring skills found to be less useful than first thought

Which of these skills seems less useful than it should be?

  • Balance

    Votes: 4 18.2%
  • Bluff

    Votes: 0 0.0%
  • Climb

    Votes: 2 9.1%
  • Computer Use

    Votes: 6 27.3%
  • Concentration

    Votes: 7 31.8%
  • Craft (chemical)

    Votes: 4 18.2%
  • Craft (electronic)

    Votes: 4 18.2%
  • Craft (mechanical)

    Votes: 4 18.2%
  • Craft (pharmaceutical)

    Votes: 7 31.8%
  • Craft (structural)

    Votes: 7 31.8%
  • Craft (visual art)

    Votes: 5 22.7%
  • Craft (writing)

    Votes: 6 27.3%
  • Decipher Script

    Votes: 5 22.7%
  • Demolitions

    Votes: 3 13.6%
  • Diplomacy

    Votes: 0 0.0%
  • Disable Device

    Votes: 2 9.1%
  • Disguise

    Votes: 5 22.7%
  • Drive

    Votes: 2 9.1%
  • Escape Artist

    Votes: 4 18.2%
  • Forgery

    Votes: 3 13.6%
  • Gamble

    Votes: 3 13.6%
  • Gather Information

    Votes: 0 0.0%
  • Handle Animal

    Votes: 6 27.3%
  • Hide

    Votes: 1 4.5%
  • Intimidate

    Votes: 0 0.0%
  • Investigate

    Votes: 5 22.7%
  • Jump

    Votes: 2 9.1%
  • Knowledge (any)

    Votes: 7 31.8%
  • Listen

    Votes: 1 4.5%
  • Move Silently

    Votes: 1 4.5%
  • Navigate

    Votes: 6 27.3%
  • Perform (any)

    Votes: 5 22.7%
  • Pilot

    Votes: 2 9.1%
  • Profession

    Votes: 6 27.3%
  • Repair

    Votes: 1 4.5%
  • Research

    Votes: 3 13.6%
  • Ride

    Votes: 4 18.2%
  • Search

    Votes: 0 0.0%
  • Sense Motive

    Votes: 0 0.0%
  • Sleight of Hand

    Votes: 2 9.1%
  • Spot

    Votes: 1 4.5%
  • Survival

    Votes: 4 18.2%
  • Swim

    Votes: 3 13.6%
  • Treat Injury

    Votes: 3 13.6%
  • Tumble

    Votes: 2 9.1%
  • Read/Write Language

    Votes: 6 27.3%
  • Speak Language

    Votes: 5 22.7%

(Psi)SeveredHead said:
Read it again :) It's pointless because Treat Injury treats disease, not just injury. Treat Injury is the good skill; Craft (pharmaceutical) is the useless skill.



In the game rules, a GPS only gives a +4 bonus to the skill check.

So you are talking about a d20M system use of skills, which i asked you right back at the start.


Hum drugs don't help people get better? OoooooKKKKKaaaayyyyy???????

Craft the drugs which can:
a: automatically remove the disease or poison affect, or
b: give a skill bonus to the treat injury check.

Does not seem dead or useless for me.




There seems to be discussion about all sorts of systems and their use of skills not just d20M/F, but hay thanks for the heads up about the GPS granting a pretty useless +4 nav mod, considering that its a use electronic device check to use it really.

The skill mods for modern are pretty hit miss for the level of mods I have found any way, and on the whole bear no relation to costs for those items any way.
 

log in or register to remove this ad

Aussiegamer said:
So you are talking about a d20M system use of skills, which i asked you right back at the start.


Hum drugs don't help people get better? OoooooKKKKKaaaayyyyy???????

Craft the drugs which can:
a: automatically remove the disease or poison affect, or
b: give a skill bonus to the treat injury check.

Does not seem dead or useless for me.

It is to me. It doesn't automatically remove a disease effect, it only gives a bonus. In the core rules, it doesn't do anything for poison. I don't see anything about bonuses to Treat Injury.

(And no, it doesn't heal people faster, even though it probably should.)

Craft (pharmaceutical) (Int) Trained Only
This skill allows a character to compound medicinal drugs to aid in recovery from treatable illnesses. A medicinal drug gives a +2 circumstance bonus on Fortitude saves made to resist the effects of a disease.
The Craft (pharmaceutical) check is based on the severity of the disease to be countered as measured by the DC of the Fortitude save needed to resist it.
Disease Fortitude Save DC Purchase DC Craft DC Time
14 or lower 5 15 1 hr.
15–18 10 20 3 hr.
19–22 15 25 6 hr.
23 or higher 20 30 12 hr.

Special: A character without a pharmacist kit takes a –4 penalty on Craft (pharmaceutical) checks.
A character with the Medical Expert feat gets a +2 bonus on all Craft (pharmaceutical) checks.

Compare to Treat Injury vs disease...

Treat Disease (DC 15): A character can tend to a character infected with a treatable disease. Every time the diseased character makes a saving throw against disease effects (after the initial contamination), the treating character first makes a Treat Injury check to help the diseased character fend off secondary damage. This activity takes 10 minutes. If the treating character’s check succeeds, the treating character provides a bonus on the diseased character’s saving throw equal to his or her ranks in this skill.

A 1st-level character can give a +4 bonus to the victim's Fortitude save. I think that's worth more than the +2 bonus from Craft (pharmaceutical).

There seems to be discussion about all sorts of systems and their use of skills not just d20M/F, but hay thanks for the heads up about the GPS granting a pretty useless +4 nav mod, considering that its a use electronic device check to use it really.

Use Electronic Device is a skill for your system, I assume. I guess that makes more sense. But does your system have a Navigate skill?

The skill mods for modern are pretty hit miss for the level of mods I have found any way, and on the whole bear no relation to costs for those items any way.

The cost of the item has nothing to do with game balance anyway. I wouldn't want someone to "win" because they bought the most expensive GPS. :)
 

(Psi)SeveredHead said:
It is to me. It doesn't automatically remove a disease effect, it only gives a bonus. In the core rules, it doesn't do anything for poison. I don't see anything about bonuses to Treat Injury.

Again you need to define the question. I gather the question is related to skills as per d20M descriptions. As there are plently of OGL systems which have redefined the skills as per the SRDs.

I agree though, a nice bonus given to a treat injury check would be in order.



Compare to Treat Injury vs disease...



A 1st-level character can give a +4 bonus to the victim's Fortitude save. I think that's worth more than the +2 bonus from Craft (pharmaceutical).
The level would be dependant on the drug, you can have drugs that are better than others, costing more if course. I would not just give a syngery bonus, as then that does weaken the ability of the craft skill significantly.



Use Electronic Device is a skill for your system, I assume. I guess that makes more sense. But does your system have a Navigate skill?
You use both skills, if you stuff up the use electronic device skill then that bonus becomes a negative for the navigation chekc using that device.



The cost of the item has nothing to do with game balance anyway. I wouldn't want someone to "win" because they bought the most expensive GPS. :)
umm never said anything about balance, I said that the cost of the mods given by a device have no bearing on the costs of that device in d20M or F.

Also why can't they buy a cheaper version which grants less bonus or buy a better one that grants a better mod, make sense. As you can do that now in real life. ;)

PS Knowledge (art) allows them to assess the value of mundane items for treasure :]
 

Remove ads

Top