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Asking for Ability Checks, not Skills?
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<blockquote data-quote="overgeeked" data-source="post: 8444769" data-attributes="member: 86653"><p>Have the players describe what they want their character to do first. If they describe their actions in a way that makes sense for them to use acrobatics or survival, let them. </p><p></p><p>They will inevitably only ever use their best skills and/or tools.</p><p></p><p>Those are wildly different activities. Perception, Investigation, Survival, and tool use. Are you looking for tracks, that's survival. Are you trying to recognize a tree from quite a long way away? That's nature...perhaps limited by perception, i.e. their total bonus to the roll for nature can't be higher than their perception.</p><p></p><p>I allow strength to be used with intimidation. It just makes sense. Persuasion is different from intimidation, which are both different than deception. Starting by telling the player which stat seems backwards. It would make more sense to have the description of what they're doing inform the skill and stat pick. </p><p></p><p>Meaning if the player describes their barbarian showing off their muscles and threatening the goblins (trying to get them to retreat), having them make a strength (intimidation) check makes sense. You could make the same argument for a rogue using dexterity. Or a wizard flicking a few fire bolts and using intelligence. Some combos just don't make sense though.</p><p></p><p>As you point out. Some skills just don't apply to certain circumstances.</p><p></p><p>Strength also makes sense. As would animal handling. To me, you're putting the cart before the horse. The description of what the character is doing comes first. The what, the why, and the how. Without those you can't make a call on what the appropriate skill or stat combo to use. But once the player describes their action, that will tell you exactly what stat and skill to use. Or you tell them no, that doesn't make sense. "Sorry, Bob. You can't flex at the librarian then expect to use strength and history to intimidate them."</p><p></p><p>Good description of actions from the players up front accomplishes all three in spades.</p><p></p><p>This will change quickly. If you let them do whatever, they'll laser focus on their best stats and skills all the time, every time. You'll have to argue with them to get them to stop.</p><p></p><p>Absolutely. Just front load the situation. Have them describe what they're doing first, and if they describe their character solving the problem with athletics, let them roll it. It puts the onus of creativity on them, lets them be creative, but also limits their ability to game the system by making them try to justify some combo first...rather than asking permission, then trying to explain it.</p><p></p><p>If you flipped it around and had them describe their actions in detail first, you'll know what stat and skill they want to use.</p><p></p><p>I have the players describe things first. Based on the players' description, I call for skills and abilities. The players learn pretty quickly that if they want to use a stat or skill they have to describe it in a way that makes sense up front. Just double check with them to confirm. "That sounds like you're trying to use [stat] with [skill]. Is that right?" Based on the answer, work it out from there.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8444769, member: 86653"] Have the players describe what they want their character to do first. If they describe their actions in a way that makes sense for them to use acrobatics or survival, let them. They will inevitably only ever use their best skills and/or tools. Those are wildly different activities. Perception, Investigation, Survival, and tool use. Are you looking for tracks, that's survival. Are you trying to recognize a tree from quite a long way away? That's nature...perhaps limited by perception, i.e. their total bonus to the roll for nature can't be higher than their perception. I allow strength to be used with intimidation. It just makes sense. Persuasion is different from intimidation, which are both different than deception. Starting by telling the player which stat seems backwards. It would make more sense to have the description of what they're doing inform the skill and stat pick. Meaning if the player describes their barbarian showing off their muscles and threatening the goblins (trying to get them to retreat), having them make a strength (intimidation) check makes sense. You could make the same argument for a rogue using dexterity. Or a wizard flicking a few fire bolts and using intelligence. Some combos just don't make sense though. As you point out. Some skills just don't apply to certain circumstances. Strength also makes sense. As would animal handling. To me, you're putting the cart before the horse. The description of what the character is doing comes first. The what, the why, and the how. Without those you can't make a call on what the appropriate skill or stat combo to use. But once the player describes their action, that will tell you exactly what stat and skill to use. Or you tell them no, that doesn't make sense. "Sorry, Bob. You can't flex at the librarian then expect to use strength and history to intimidate them." Good description of actions from the players up front accomplishes all three in spades. This will change quickly. If you let them do whatever, they'll laser focus on their best stats and skills all the time, every time. You'll have to argue with them to get them to stop. Absolutely. Just front load the situation. Have them describe what they're doing first, and if they describe their character solving the problem with athletics, let them roll it. It puts the onus of creativity on them, lets them be creative, but also limits their ability to game the system by making them try to justify some combo first...rather than asking permission, then trying to explain it. If you flipped it around and had them describe their actions in detail first, you'll know what stat and skill they want to use. I have the players describe things first. Based on the players' description, I call for skills and abilities. The players learn pretty quickly that if they want to use a stat or skill they have to describe it in a way that makes sense up front. Just double check with them to confirm. "That sounds like you're trying to use [stat] with [skill]. Is that right?" Based on the answer, work it out from there. [/QUOTE]
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