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Making player skill choices feel useful
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<blockquote data-quote="Tessarael" data-source="post: 1451407" data-attributes="member: 12909"><p>Firstly, not all skills are created equal. If there's some skills that are not useful in your campaign, you may want to consider removing them or giving them some direct mechanical use (e.g. see my comments on Balance and Escape Artist).</p><p></p><p>Balance - seldom useful. Let rank add to checks to avoid being tripped.</p><p></p><p>Climb - useful until the spellcasters have Fly. Still useful in urban settings to scout along rooftops. Can be useful undergroud. Climb a tree in a forest to spot things (e.g. distant fire).</p><p></p><p>Concentration - mostly useless for a Monk, except when needing to activate a supernatural ability.</p><p></p><p>Escape Artist - seldom useful. Let rank add to checks to avoid being grappled.</p><p></p><p>Handle Animal - useful if party has pets, steeds, or pack-bearing animals. Otherwise useless.</p><p></p><p>Heal - stabilize someone when the Cleric isn't around. Increase healing rate per day, to reduce number of healing spells Cleric needs to cast.</p><p></p><p>Hide & Move Silently - very useful for a scout.</p><p></p><p>Jump - not so useful. Use to jump over caltrops, across rooftops, from tree to tree, over a pit, etc. Oh yeah, Monks get increased movement rate, so they get big bonuses to jumping ... probably no point putting many ranks in this.</p><p></p><p>Knowledge Religion - info on undead, etc. Useful.</p><p>Knowledge Arcana - info on dragons, etc. Useful.</p><p></p><p>Listen & Spot - great for a scout, a watcher at night, etc.</p><p></p><p>Perform - useless for a Monk, except to make some money when not adventuring.</p><p></p><p>Search - only really useful for a Rogue, or Cleric with Find Traps. Can be somewhat useful to help find secret doors etc.</p><p></p><p>Sense Motive - can be quite useful when talking with NPCs. Is that person lying? What do they feel about this situation (angry, sad, etc.)?</p><p></p><p>Spellcraft - useful. Figure out what spell the bad guy cast. Figure out what spell is in effect nearby.</p><p></p><p>Tumble - great in combat to get to a position to flank to get +2 to hit. Better for a Rogue for Sneak Attack.</p><p></p><p>Basically, there's seldom much point for a Monk to put ranks in Balance, Concentration, Escape Artist, Handle Animal, and Perform. Jump is probably not that useful, simple because the Monk will have high movement rate and very good Jump anyway. Some skills are useful just because they give a synergy - e.g. Jump gives +2 synergy to Tumble.</p><p></p><p>Just my thoughts ...</p></blockquote><p></p>
[QUOTE="Tessarael, post: 1451407, member: 12909"] Firstly, not all skills are created equal. If there's some skills that are not useful in your campaign, you may want to consider removing them or giving them some direct mechanical use (e.g. see my comments on Balance and Escape Artist). Balance - seldom useful. Let rank add to checks to avoid being tripped. Climb - useful until the spellcasters have Fly. Still useful in urban settings to scout along rooftops. Can be useful undergroud. Climb a tree in a forest to spot things (e.g. distant fire). Concentration - mostly useless for a Monk, except when needing to activate a supernatural ability. Escape Artist - seldom useful. Let rank add to checks to avoid being grappled. Handle Animal - useful if party has pets, steeds, or pack-bearing animals. Otherwise useless. Heal - stabilize someone when the Cleric isn't around. Increase healing rate per day, to reduce number of healing spells Cleric needs to cast. Hide & Move Silently - very useful for a scout. Jump - not so useful. Use to jump over caltrops, across rooftops, from tree to tree, over a pit, etc. Oh yeah, Monks get increased movement rate, so they get big bonuses to jumping ... probably no point putting many ranks in this. Knowledge Religion - info on undead, etc. Useful. Knowledge Arcana - info on dragons, etc. Useful. Listen & Spot - great for a scout, a watcher at night, etc. Perform - useless for a Monk, except to make some money when not adventuring. Search - only really useful for a Rogue, or Cleric with Find Traps. Can be somewhat useful to help find secret doors etc. Sense Motive - can be quite useful when talking with NPCs. Is that person lying? What do they feel about this situation (angry, sad, etc.)? Spellcraft - useful. Figure out what spell the bad guy cast. Figure out what spell is in effect nearby. Tumble - great in combat to get to a position to flank to get +2 to hit. Better for a Rogue for Sneak Attack. Basically, there's seldom much point for a Monk to put ranks in Balance, Concentration, Escape Artist, Handle Animal, and Perform. Jump is probably not that useful, simple because the Monk will have high movement rate and very good Jump anyway. Some skills are useful just because they give a synergy - e.g. Jump gives +2 synergy to Tumble. Just my thoughts ... [/QUOTE]
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