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General Tabletop Discussion
*TTRPGs General
Are Skills Mechanically Important in d20?
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<blockquote data-quote="Silveras" data-source="post: 2575239" data-attributes="member: 6271"><p>And that's ALL about the style of how you run your games. </p><p></p><p>In my games, PCs who don't have at least SOMEWHAT rounded skills selections are in trouble. Since I do a lot of overland journeys, Handle Animal, Spot, Listen, Ride, and Swim tend to be important. Characters who tend to over-specialize tend to die. That's also all about style. </p><p></p><p>When it comes to knowledge, I would consider it poor role-playing for the PC not to invest skill points in at least one area of Knowledge if s/he is a Cleric of the god of Knowledge. Poor choice on the PCs part; s/he has to live with the consequences, like not having a helpful piece of information. The DC is not that high, depending on how exacting the piece of information is (use of an obscure metal: probably DC 15 in general history, 12 if you use a Knowledge (war) skill, maybe 10 or 12 in Knowledge (arcana) if the metal had magical properties). Likewise not having at least a rank or two in Craft (Blacksmith) to reflect that background (in which case I'd say the PC has at least a chance of knowing how to work the metal, though not necessarily what significance it might have). </p><p></p><p>And the two go together... by not making the social or knowledge skill choices relevant, that encourages people to put their skill points into combat skills because there is no trade-off embodied in that choice. As a result, a larger proportion of the party has very good modifiers to combat-related skills, making them seem pointless to roll, because all the modifiers are good enough to beat almost all DCs. </p><p></p><p>That's not a problem with the mechanics; it is a choice about how to use them, or not.</p></blockquote><p></p>
[QUOTE="Silveras, post: 2575239, member: 6271"] And that's ALL about the style of how you run your games. In my games, PCs who don't have at least SOMEWHAT rounded skills selections are in trouble. Since I do a lot of overland journeys, Handle Animal, Spot, Listen, Ride, and Swim tend to be important. Characters who tend to over-specialize tend to die. That's also all about style. When it comes to knowledge, I would consider it poor role-playing for the PC not to invest skill points in at least one area of Knowledge if s/he is a Cleric of the god of Knowledge. Poor choice on the PCs part; s/he has to live with the consequences, like not having a helpful piece of information. The DC is not that high, depending on how exacting the piece of information is (use of an obscure metal: probably DC 15 in general history, 12 if you use a Knowledge (war) skill, maybe 10 or 12 in Knowledge (arcana) if the metal had magical properties). Likewise not having at least a rank or two in Craft (Blacksmith) to reflect that background (in which case I'd say the PC has at least a chance of knowing how to work the metal, though not necessarily what significance it might have). And the two go together... by not making the social or knowledge skill choices relevant, that encourages people to put their skill points into combat skills because there is no trade-off embodied in that choice. As a result, a larger proportion of the party has very good modifiers to combat-related skills, making them seem pointless to roll, because all the modifiers are good enough to beat almost all DCs. That's not a problem with the mechanics; it is a choice about how to use them, or not. [/QUOTE]
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