Asisreo
Patron Badass
The DMG has a list of diseases which are nonmagical.Nor is there any such thing as a non-magical disease
The DMG has a list of diseases which are nonmagical.Nor is there any such thing as a non-magical disease
Players should play their characters, not let their characters play them.I think the problem might be that some skills are more situational than others, and might even be more campaign specific. You're probably not gonna get much use out of Animal Handling if your campaign is mostly a dungeon crawl or lacks a lot of transport by animals. For exemple.
Players should play their characters, not let their characters play them.
You put yourself in a position to use your skills rather than wait for the DM to give you the perfect opportunity to use them. If you're in a dungeon, there's plenty of animals. There's rats, roaches, flies, etc. You can intuit what their intentions are, which can be useful. If they appear to be tracking food, that means there's something edible for them in the direction they're moving. Which means there's either supplies or some kind of organic matter (most likely dead since they're scavengers). If they're moving in fear, something threatening to them is beyond that point and you need to be somewhat cautious.
I'd understand the confusion, but nature is only for recalling Lore about such an animal rather than understanding the specific animal. Now, if you determine that the animal smells edible food, you can use nature to recall what food would tempt such a creature and predict what you'll be seeing.That feels more like a knowledge (nature) check than animal handling though.
But still, thank you for that idea. I think this thread is filled with good suggestions on how to apply skills in out of the box situation and I'm thankful for that.
I find Intimidation to be the worst social skill, because like I believe Redhammer said, sometimes the results of succeeding are just as bad as failing.
Let us say that you are needing to get passed a gate guard, and you decide to stomp up to him and declare that you don't need to pay the toll, right stick man? You successfully scare the wits out of him, and get passed.... Of course people saw you, word spreads, and now you've got the entire Garrison keeping an eye on you because you threatened one of their members and broke the law.
...
The Ancient Dragon. The Warlord on his mountain of skulls. The Lich or Vampire Lord. The High Priest of the Church of Light. The Dragonslayer Paladin. The Old Emperor of the Largest Empire in the World.
If the possibility of failure makes no sense, then why roll?
The in-combat numerical abilities, maybe not. You could have someone make a skill check DC equal to 10+CR(to the closest integer), but that would be too complicated, probably.I don't think that these are PF2-specific rules -- I think they're easy to import into any D&D system!
I find Intimidation to be the worst social skill, because like I believe Redhammer said, sometimes the results of succeeding are just as bad as failing.
Disagree on both these points. Yes if you walk up to stick man and make a scene threatening him with bodliy harm, that it is true. But that is the same if you walk up to stick man and try to bribe him (persuasion) and people see you or it fails and he tells. Yelling at someone and threatening to stomp them into the ground is not the only, nor I would argue generally the best way to "intimidate" someone.
As for the second, absolutely you can intimidate all of those powerful beings and I have a good example from one of the Richard Lee Byer's FR books: A good cleric of some sort get's a dracolich's phalyactery (both and ancient dragon and a lich, two of your examples) and successfully intimidates him into helping them for quite a while ...until the deracolich comes up with a plan and gets it back.
Now if you are saying you can't walk up to those characters and show them your muscles and intimidate them you are right, but that is not the only way to intimidate.
1) Threaten the vampire lord with consecrating his last remaining coffin by casting hollow on it ...or draw a magic circle, tell him it is a teleportation circle linked to the middle of the ocean or running water and threaten to shove him into it (combination of deception and intimidation). 2) Tell the church of light cleric you will sacrifice 100 captive townspeople to Grumsh and eat their children if he doesn't do what you want. 3) Threaten to assasinate the old emporer's son, his only hier and his legacy. 4) Threaten to bring the order of the guantlet down on the warlord. All of these are examples of intimidation and all could work against those powerful NPCs you mention in the right circumstances.
One helpful thing to notice is that the skill intimidate has the main use of "coercing" people -- making them do things they don't want to do. That's a clear distinction from persuasion, which changes what people want to do. Coercion doesn't need to be an obvious threat -- it can simply be the knowledge of power. When a level 15 fighter tells you to get out of the way, they don't need to threaten the regular guy; you know they can kill you without breaking a sweat. I'm sure you can think of many movie scenes where people are terribly polite while they coerce people to do what they want.
It's also used in between-sessions time to manage employees; if you have a bunch of hirelings building a castle for you, intimidate is an excellent skill for judging how well they work.
I wonder if that is an issue because GMs are not roleplayingt the consequences of diplomacy?
Sure, you can sweet-talk the guard into letting you pass, but you've now left behind someone who feels maybe betrayed or faithless. Or maybe they get greedy and come at you later, asking for more bribe or they'll turn you in.
As a GM, I feel I should be providing consequences for everything the players have their characters do. Players should be choosing between "two tactics with different consequences"; not between "one tactic with no consequences and one tactic with bad consequences."
That way intimidation and persuasion simply become "two tools for overcoming an encounter", not "Intimidation is the wors skill ever."![]()

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.