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Martial Practices inferior to Rituals????
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<blockquote data-quote="Garthanos" data-source="post: 6200867" data-attributes="member: 82504"><p>Thanks for going over things. To me much of the Thematics seem available free.</p><p></p><p>I have no problem giving the descriptive benefits of trackers eye (aside from the +5 which I would grant a +2 typically to anyone with perception/nature skills or just one and the right background... ie thematically better at tracking than other perception uses) however I can see how gaining a specialized +5 for the remainder of the day if you know its likely to be valuable for a healing surge could be valuable. </p><p></p><p>And you know what I would like people to be able to make aide other checks and help their untrained allies for a +2 group check bonuses as a general thing not thinking that kind of teamwork element to skill use should be hidden under the cabbage leaves.</p><p></p><p>And taking ten is just reliably mediocrity ie a 10 when that is a typical roll anyway just doesn't seem that valuable the healing surge might well worth more. Its also giving up the chance to get a possible 2 successes on critical - guess thats a house rule of mine. In general taking ten seems really just a wash in value not even black just completely situational to me for one 10 might not be enough and you are guessing it is.</p><p></p><p>Long distance runner is well not a team oriented value and while indeed it is thematic - thematic of that sort is kind of covered by having endurance skill trained In fact high end heroic endurance for these demigods ought to be even longer than 24 hours I think someone commented recently that deciding how much impact skills can have by setting DCs is kind of open and that is an example of locking it down.</p><p></p><p>Peerless exploration because of it enabling something which is thematically right feeling the scouting ahead safely when the mechanics really don't otherwise accomplish it gets a thumbs up from me.</p><p></p><p>When you employ what skill is most of the time somewhat flexible for me anyway a feature I feel was opened up by SC and when X is the most likely skill the DCs do adjust a bit depending on the plausibility of the skill in that circumstance. Is the idea to allow less plausible applications to be full on value... ie a friend of mine said that a spell like that one can't possibly have more than a 24 hour duration without something nasty like human sacrifice and because of this skill that friend is quite an Arcana savvy source them-self. Street contacts and the ability to recognize which are providing valuable info and which are not ... seems a normal feature of streetwise - doesnt it?</p><p></p><p>A good chunk gets down to that I think how much do you allow to work with a normal skill use.</p></blockquote><p></p>
[QUOTE="Garthanos, post: 6200867, member: 82504"] Thanks for going over things. To me much of the Thematics seem available free. I have no problem giving the descriptive benefits of trackers eye (aside from the +5 which I would grant a +2 typically to anyone with perception/nature skills or just one and the right background... ie thematically better at tracking than other perception uses) however I can see how gaining a specialized +5 for the remainder of the day if you know its likely to be valuable for a healing surge could be valuable. And you know what I would like people to be able to make aide other checks and help their untrained allies for a +2 group check bonuses as a general thing not thinking that kind of teamwork element to skill use should be hidden under the cabbage leaves. And taking ten is just reliably mediocrity ie a 10 when that is a typical roll anyway just doesn't seem that valuable the healing surge might well worth more. Its also giving up the chance to get a possible 2 successes on critical - guess thats a house rule of mine. In general taking ten seems really just a wash in value not even black just completely situational to me for one 10 might not be enough and you are guessing it is. Long distance runner is well not a team oriented value and while indeed it is thematic - thematic of that sort is kind of covered by having endurance skill trained In fact high end heroic endurance for these demigods ought to be even longer than 24 hours I think someone commented recently that deciding how much impact skills can have by setting DCs is kind of open and that is an example of locking it down. Peerless exploration because of it enabling something which is thematically right feeling the scouting ahead safely when the mechanics really don't otherwise accomplish it gets a thumbs up from me. When you employ what skill is most of the time somewhat flexible for me anyway a feature I feel was opened up by SC and when X is the most likely skill the DCs do adjust a bit depending on the plausibility of the skill in that circumstance. Is the idea to allow less plausible applications to be full on value... ie a friend of mine said that a spell like that one can't possibly have more than a 24 hour duration without something nasty like human sacrifice and because of this skill that friend is quite an Arcana savvy source them-self. Street contacts and the ability to recognize which are providing valuable info and which are not ... seems a normal feature of streetwise - doesnt it? A good chunk gets down to that I think how much do you allow to work with a normal skill use. [/QUOTE]
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