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Do you ever let players stack skills?
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<blockquote data-quote="mrpopstar" data-source="post: 7022109" data-attributes="member: 25352"><p>I'm not criticizing.</p><p></p><p>A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.</p><p></p><p>Everything else is baggage.</p><p></p><p>I don't believe that deviating from the rules is bad, I just don't believe it to be appropriate in your examples.</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>In your exploration example involving the rooftop escape, you are summarizing travel to the Copper District. I would simply consider the character's travel pace, the terrain he was moving over, the special types of movement the terrain might involve, and then tell him how long it took him to get there. — Rules as written, and now we're in the Copper District.</p><p></p><p>In your social interaction example involving the enemy warlord, you are resolving the party's suggestion that the warlord turn his forces around. I would simply choose the starting attitude of the warlord, let the conversation play out and run its course, and then I would call for a Charisma check. — Rules as written, and the warlord has made his decision.</p><p></p><p>Deviation in these examples appears needlessly complicating.</p></blockquote><p></p>
[QUOTE="mrpopstar, post: 7022109, member: 25352"] I'm not criticizing. A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness. Everything else is baggage. I don't believe that deviating from the rules is bad, I just don't believe it to be appropriate in your examples. :) In your exploration example involving the rooftop escape, you are summarizing travel to the Copper District. I would simply consider the character's travel pace, the terrain he was moving over, the special types of movement the terrain might involve, and then tell him how long it took him to get there. — Rules as written, and now we're in the Copper District. In your social interaction example involving the enemy warlord, you are resolving the party's suggestion that the warlord turn his forces around. I would simply choose the starting attitude of the warlord, let the conversation play out and run its course, and then I would call for a Charisma check. — Rules as written, and the warlord has made his decision. Deviation in these examples appears needlessly complicating. [/QUOTE]
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