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<blockquote data-quote="Asmor" data-source="post: 4218198" data-attributes="member: 1154"><p>So I'm trying to come up with a list of ways for a skill to be forbidden. Here's what I've got so far, only one of each and I'm missing dungeoneering and and endurance:</p><p></p><p>Acrobatics: A surface the PCs may want to attempt to scale/climb/balance on is too fragile, and applying any weight to it only worsens the situation.</p><p></p><p>Arcana: Some arcane paraphenlia has been placed as a red herring, possibly by someone with reason to fear wizards.</p><p></p><p>Athletics: Something the PCs may want to move/push is simply impossible.</p><p></p><p>Bluff: The PCs are unaware that the person they're dealing with already knows about them and why they're here; should they attempt to lie, he'll know it.</p><p></p><p>Diplomacy: Someone the PCs must deal with is absolutely dead-set against helping them in any way.</p><p></p><p>Dungeoneering: </p><p></p><p>Endurance: </p><p></p><p>Heal: What appears to be a relatively simple medical issue (such as a cold) is actually significantly worse and any attempt at treating the symptoms only exacerbates the underlyind affliction.</p><p></p><p>History: The current situation is remarkably similar to a famous historic situation. It is purely coincidence, though, and any knowledge of the historic situation is entirely unapplicable.</p><p></p><p>Insight: Someone the PCs must deal with is a master of manipulating others, and is subtly bluffing them. Any attempt to glean insight from him will only cause them to play into his hands.</p><p></p><p>Intimidate: Someone the PCs must deal with will under no circumstances allow himself to be bullied.</p><p></p><p>Nature: Something which appears natural is not, and behaves strangely and counterintuitively.</p><p></p><p>Perception: The PCs are being observed, and if they appear to be prying too much will be shooed off.</p><p></p><p>Religion: Some religious paraphenelia has been placed as a red herring, possibly by someone with reason to fear religious folk.</p><p></p><p>Stealth: The PCs are being observed so well that any attempt at stealth would be immediately foiled.</p><p></p><p>Streetwise: The PCs are in a situation where "street smarts" are simply unapplicable, such as in a noble court or in a wildly-different culture.</p><p></p><p>Thievery: Something the PCs might want to steal or manipulate is being too well-observed or protected for it to have any hope of success.</p></blockquote><p></p>
[QUOTE="Asmor, post: 4218198, member: 1154"] So I'm trying to come up with a list of ways for a skill to be forbidden. Here's what I've got so far, only one of each and I'm missing dungeoneering and and endurance: Acrobatics: A surface the PCs may want to attempt to scale/climb/balance on is too fragile, and applying any weight to it only worsens the situation. Arcana: Some arcane paraphenlia has been placed as a red herring, possibly by someone with reason to fear wizards. Athletics: Something the PCs may want to move/push is simply impossible. Bluff: The PCs are unaware that the person they're dealing with already knows about them and why they're here; should they attempt to lie, he'll know it. Diplomacy: Someone the PCs must deal with is absolutely dead-set against helping them in any way. Dungeoneering: Endurance: Heal: What appears to be a relatively simple medical issue (such as a cold) is actually significantly worse and any attempt at treating the symptoms only exacerbates the underlyind affliction. History: The current situation is remarkably similar to a famous historic situation. It is purely coincidence, though, and any knowledge of the historic situation is entirely unapplicable. Insight: Someone the PCs must deal with is a master of manipulating others, and is subtly bluffing them. Any attempt to glean insight from him will only cause them to play into his hands. Intimidate: Someone the PCs must deal with will under no circumstances allow himself to be bullied. Nature: Something which appears natural is not, and behaves strangely and counterintuitively. Perception: The PCs are being observed, and if they appear to be prying too much will be shooed off. Religion: Some religious paraphenelia has been placed as a red herring, possibly by someone with reason to fear religious folk. Stealth: The PCs are being observed so well that any attempt at stealth would be immediately foiled. Streetwise: The PCs are in a situation where "street smarts" are simply unapplicable, such as in a noble court or in a wildly-different culture. Thievery: Something the PCs might want to steal or manipulate is being too well-observed or protected for it to have any hope of success. [/QUOTE]
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