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General Tabletop Discussion
*Pathfinder & Starfinder
combining skills into Stealth a good thing?
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<blockquote data-quote="Nifft" data-source="post: 3030085" data-attributes="member: 6562"><p>Here's an untested version that I came up with:</p><p></p><p>Stealth vs. Sense (each a single skill).</p><p></p><p>You get a +4 on your Sense check for each sense you can bring to bear. You need at least one sense available to make a check at all -- i.e. no Sense check at all vs. a flying, invisible, silenced opponent (like an incorporeal critter in a wall).</p><p></p><p>However, if your opponent is not supernaturally silent, you get a Sense check.</p><p></p><p>If your opponent ALSO is not invisible (has only partial cover or has only concealment), you get a +4.</p><p></p><p>If you have the Scent special quality, you gain a +4.</p><p></p><p>If you have Blindsense or Tremorsense or Air Mastery or Earth Mastery or Water Mastery or the like, and it applies to your opponent, you gain a +4 (each).</p><p></p><p></p><p>The rules for distance become a lot more important.</p><p></p><p>- - - - -</p><p></p><p>General note: there have been a lot more threads in here over the years asking about the implications of giving more skill points than there have been threads asking about reducing skill points. It seems like more skill points tend to make games better (up to a point, of course). In fact, despite all the low-power / low-point-buy / low-magic / low-wealth / low-advancement proposals, I don't think I've ever heard someone wanting to run a low-skill-point game.</p><p></p><p>So, I'd say it's more than just okay to blend (and thus "boost") skills. It may be excellent.</p><p></p><p>Other skill blend ideas:</p><p>- Forgery, Sleight-of-Hand, Disguise: <strong>Larceny</strong> (ability?)</p><p>- Open Locks, Disable Device: <strong>Disable Device</strong> (Dex)</p><p>- Climb, Jump, Swim: <strong>Athletics</strong> (Str)</p><p></p><p>Cheers, -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 3030085, member: 6562"] Here's an untested version that I came up with: Stealth vs. Sense (each a single skill). You get a +4 on your Sense check for each sense you can bring to bear. You need at least one sense available to make a check at all -- i.e. no Sense check at all vs. a flying, invisible, silenced opponent (like an incorporeal critter in a wall). However, if your opponent is not supernaturally silent, you get a Sense check. If your opponent ALSO is not invisible (has only partial cover or has only concealment), you get a +4. If you have the Scent special quality, you gain a +4. If you have Blindsense or Tremorsense or Air Mastery or Earth Mastery or Water Mastery or the like, and it applies to your opponent, you gain a +4 (each). The rules for distance become a lot more important. - - - - - General note: there have been a lot more threads in here over the years asking about the implications of giving more skill points than there have been threads asking about reducing skill points. It seems like more skill points tend to make games better (up to a point, of course). In fact, despite all the low-power / low-point-buy / low-magic / low-wealth / low-advancement proposals, I don't think I've ever heard someone wanting to run a low-skill-point game. So, I'd say it's more than just okay to blend (and thus "boost") skills. It may be excellent. Other skill blend ideas: - Forgery, Sleight-of-Hand, Disguise: [b]Larceny[/b] (ability?) - Open Locks, Disable Device: [b]Disable Device[/b] (Dex) - Climb, Jump, Swim: [b]Athletics[/b] (Str) Cheers, -- N [/QUOTE]
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combining skills into Stealth a good thing?
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