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General Tabletop Discussion
*Dungeons & Dragons
How can you add more depth and complexity to skill checks?
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<blockquote data-quote="Crimson Longinus" data-source="post: 8091441" data-attributes="member: 7025508"><p>Well constitution + athletics* for tasks that are more endurance related is pretty obvious one (though some of those situations could also be handled via constitution saving throw). Then intelligence + [some normally not intelligence based skill] when it is more about the knowledge relating to the subject. I could see a case for animal handling + dex or strength in a situation where you're physically trying to wrangle an animal to do something. Perhaps religion + charisma could be used for trying to banish an evil spirit (<em>vade retro satana!</em>) But it is pretty much a matter of taste how much one wishes to mess with that sort of stuff. 5E default pairings are intuitive enough that using them most of the time doesn't feel weird.</p><p></p><p>* In a system where the skills ands abilities are completely divorced, I could see a case for just removing acrobatics. Then acrobatics tasks would merely be athletics + dexterity.</p><p></p><p>(I'm actually currently working on a new character sheet for my new campaign and while I was at it I decided to mess with the skills merging, and removing some and introducing some new ones, so I've been thinking quite a bit about the purpose of each skill. I decided to keep acrobatics and athletics separate though as I want the default pairings to be clear for speedy gameplay.)</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 8091441, member: 7025508"] Well constitution + athletics* for tasks that are more endurance related is pretty obvious one (though some of those situations could also be handled via constitution saving throw). Then intelligence + [some normally not intelligence based skill] when it is more about the knowledge relating to the subject. I could see a case for animal handling + dex or strength in a situation where you're physically trying to wrangle an animal to do something. Perhaps religion + charisma could be used for trying to banish an evil spirit ([I]vade retro satana![/I]) But it is pretty much a matter of taste how much one wishes to mess with that sort of stuff. 5E default pairings are intuitive enough that using them most of the time doesn't feel weird. * In a system where the skills ands abilities are completely divorced, I could see a case for just removing acrobatics. Then acrobatics tasks would merely be athletics + dexterity. (I'm actually currently working on a new character sheet for my new campaign and while I was at it I decided to mess with the skills merging, and removing some and introducing some new ones, so I've been thinking quite a bit about the purpose of each skill. I decided to keep acrobatics and athletics separate though as I want the default pairings to be clear for speedy gameplay.) [/QUOTE]
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How can you add more depth and complexity to skill checks?
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