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General Tabletop Discussion
*Dungeons & Dragons
Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Manbearcat" data-source="post: 6244995" data-attributes="member: 6696971"><p>On Heal, I think its difficulty comes in due to the nature of HP. In Exploration challenges it is atypical for it to be in-situ, emergency medical treatment for PCs because the genre conceits of PC plot protection, and the mechanics that feed into that, says that its not necessary. So in my games its typically used for:</p><p></p><p>- in-situ treatment of 3rd parties whom the PCs are escorting or mounts (perhaps you remember the Druid deploying it for the lame horse in the Gorge chase?). </p><p></p><p>- as a forensic medical knowledge skill (identification of time/cause of death, etc).</p><p></p><p>- the stray triage situation for NPCs (such as in your transition scene).</p><p></p><p>- a secondary skill to augment a group Endurance check.</p><p></p><p>Those tropes are somewhat situational and very dependent upon playstyle to boot.</p><p></p><p>On Thievery, obviously the Rogue in my group will deploy it when he's dealing with locks and traps. However, unless its an infiltration or dungeon challenge, those tropes are limited. Another big corner case is legerdemain, but in my game its actually planting/disguising an object rather than pick-pocketing it. </p><p></p><p>Believe it or not, the broadest uses of Thievery in my game is as (i) the deployment of the steady hands/fine motor skill aspect of difficult engineering projects/applied science which require acute coordination, (ii) producing forgeries, and (iii) covert sabotage.</p><p></p><p>Certainly better than Heal (at least in my game), but more narrow utility and trope interaction when compared to most other skills.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6244995, member: 6696971"] On Heal, I think its difficulty comes in due to the nature of HP. In Exploration challenges it is atypical for it to be in-situ, emergency medical treatment for PCs because the genre conceits of PC plot protection, and the mechanics that feed into that, says that its not necessary. So in my games its typically used for: - in-situ treatment of 3rd parties whom the PCs are escorting or mounts (perhaps you remember the Druid deploying it for the lame horse in the Gorge chase?). - as a forensic medical knowledge skill (identification of time/cause of death, etc). - the stray triage situation for NPCs (such as in your transition scene). - a secondary skill to augment a group Endurance check. Those tropes are somewhat situational and very dependent upon playstyle to boot. On Thievery, obviously the Rogue in my group will deploy it when he's dealing with locks and traps. However, unless its an infiltration or dungeon challenge, those tropes are limited. Another big corner case is legerdemain, but in my game its actually planting/disguising an object rather than pick-pocketing it. Believe it or not, the broadest uses of Thievery in my game is as (i) the deployment of the steady hands/fine motor skill aspect of difficult engineering projects/applied science which require acute coordination, (ii) producing forgeries, and (iii) covert sabotage. Certainly better than Heal (at least in my game), but more narrow utility and trope interaction when compared to most other skills. [/QUOTE]
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