Roleplaying the Heal Skill

]What about Craft Wondrous Item? Is this just another nerf for non-casters?

I am not trying to be a pain - I really believe you need to think this one through a bit more.

That won't be an issue in his all-Barbarian, Conan game. It's not 3.X. There are no casters in the party that are elevated. These are some pretty basic facts about his campaign that he's repeated multiple times on these boards when questioned about it. So, for this campaign, I don't see how your concern is relevant.
 

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James is correct. But also...

So you need to know how to use the skills in real life in order for your character to use them effectively?

Ever play AD&D? Back before there was a throw for most situations already provided by the game rules? Back when the player described what he wanted to do, and the DM played off of what the player said--sometimes making up a roll on the spot?

That's the way I play.

I think the guy who wrote this: http://www.lulu.com/items/volume_63/3019000/3019374/1/print/3019374.pdf really knows what he's talking about.

I play in what he would call an "Olde School" way.
 

It's posted in D20, not Conan, so many readers may not know this and take it as advice for D20. Always speak to the reader.

Also, this would require the DM to have a DEEP understanding of ALL skills, so that when the player who is an expert in X skill says something, they can adjudicate properly. Seems like a high bar.

That said, I do agree it is preferable and should be encouraged to try to describe what you are doing from an RP perspective. One thing I do not like in 4E is "skill challenges" where you just name off your skills until you find the right one. Not much RP there. But, I would encourage it in a different way than not letting it function just because you dont understand the intricacies of the skill in RL.
 

Also, this would require the DM to have a DEEP understanding of ALL skills, so that when the player who is an expert in X skill says something, they can adjudicate properly. Seems like a high bar.

Not really. I don't know how to pick a lock in real life, but if I'm playing a thief, I can describe how my character gets down on one knee and eyeballs the lock (simulating the character trying to determine the type of lock). Then, I'll just make up some stuff that sounds cool.

It doesn't have to be real. This is a fantasy game. But, a player can attach the sense of being real in his description....off the top of my head...

PLAYER: "I drop down on one knee and eyeball the lock. I'm trying to determine the type. I'm also looking for small pin holes or anything else unusual about the lock--looking to see if its trapped."

DM: "It's a standard type lock you've seen before--at least that's what you think from your inspection outside the keyhole. You don't pick up any tell-tale signs of it being trapped."

PLAYER: "OK then. I'll open my rolled pouch of tools that I keep at my waist. I'll use the oil syringe with the rabbit bladder and squeeze a little oil into the lock to lubricate the tumblers. Then, I'll pick out the number 2 and number 5 picks and do my thing on the lock."

Player rolls Open Locks skill.




In RL, I know nothing about picking locks. I have no idea whether oil will help the process (I was thinking old, stuck tumblers from a door no one has used in a dungeon and a little oil to loosen them up), but it sounds OK. It's believeable unless you have a locksmith gaming with you (in which case he can help make descriptions realistic).

That's all I'm looking for--interesting description that is more than "I'll roll my Heal Check" or "I'll make my Open Locks and see what's behind the door."

You don't have to know a lot about something in RL. You just have to make it sound cool and interesting.

The same can be done with the Heal check or any other type of check.
 

OK, I'm with you on that.

My suggestion is: include this in an overall XP bonus or penalty for RP rather than having it impact the ability to make a check or the DC thereof.

If my Handle Animal is 11, I should be as good as anyone else with an 11 Handle Animal, even if I'm not as good in RL at describing what I am doing.
 

My suggestion is: include this in an overall XP bonus or penalty for RP rather than having it impact the ability to make a check or the DC thereof.

I don't think I'd give an XP penalty, but I routinely award good ideas and exceptional roleplaying with XP. A player that uses his noggin and RP's well will always get a little more (sometimes a lot more) XP than a player who doesn't contribute to the game as much.



If my Handle Animal is 11, I should be as good as anyone else with an 11 Handle Animal, even if I'm not as good in RL at describing what I am doing.

I'm not an ogre about it. If somebody struggles, I'll help them out--maybe even make some suggestions.

I don't want someone saying, "Hey, my Handle Animal is 11. I should know a lot about that." I want the player to use his head and not use the skill check as a crutch.

Usually what I do is just have the player describe what he's doing.

Player: "I'm going to use my Handle Animal skill."

DM: "To do what?"

Player: "I want to use the wild horse for my ride."

DM: "OK, how are you going to do that?"

Player: "What do you mean?"

DM: "How are you going to get the wild horse to allow you to ride him?"

Player: "Hmm... I'm going to approach him slowly, with my hands open."

DM: "That's good. What else?"

Player: "I'm going start using words like 'Easy...easy, boy, easy' in a soft, soothing tone."

DM: "That's gotten you up to the horse. He's staring at you out of the side of his head, and he's snorted a few times. But, he hasn't bolted. What do you do now."

Player: "I'm going to calmly put my hands on him, pet him a bit, talk to him, all with the soothing voice."

DM: "That's good. Make your roll."





I enjoy that type of experience much more than just having a player say, "I'll use my Handle Animal skill!"

I also find that players, when forced to play this way (It's amazing how fast even a good player will get lazy and just want to make a skill roll.), tend to come out of the scenario "gettign into" the game more, having a deeper, richer, more fulfilling roleplaying expereince.

I find that this type of gaming "invests" the player more in the gaming universe.

Depending on the situation, I will sometimes make the roll myself, not letting the player know the outcome, roleplaying the results.

For example, instead of having the player roll in the above example, I might just roll the character's skill check behind the screen and then roleplay what I see. If the check is a failure, then I might have the horse buck when the character attempts to ride him. Or, I might have the character climb up and move a foot or two before the horse starts bucking. Or, I might even have the horse, all of a sudden, get spooked and trot away--all just depending on how the role play goes.
 

I'm reading Michael Stackpoles novelization of the recent Conan film (which is 14,000 times better than the film--it makes the film "make sense"), and there's a scene at the start of the climax where the Shemite thief, Ela Shan, approaches a locked and barred entry into the ancient fortress of Khor Kalba.

"The iron grate is new--at least, newer than Khor Kalba. Your Khalar Zym is not completely stupid."

The Cimmerian moved forward and grabbed the black metal bars. He'd be hard pressed to pull them apart. Still, there was no other way in.

Ela Shan's hand landed on his wrist. "Give me a moment. No lock may withstand me, and iron bars I find particularly offensive."

When they departed Asgalun, Ela Shan had exchanged his finery for dark clothes that made him invisible in the night. Over his doublet, in lieu of armor, the thief wore a vest of many pockets and sheaths. Conan estimated that the small man likely carried more steel by weight than he did, but the vests pockets contained yet more. The thief drew a small vial from one pocket, broke the wax seal, then used a bit of shell to smear the viscous liquid within at the base of two bars.

Both the shell and the metal began to smoke. The thief tossed the bottle and the shell aside into the sea, then drew back upwind of where the potion worked. "You don't want to breath any of that."

Conan nodded and crouched beside the thief. "How long?"

"Close. Foaming like a rabid dog, that's what we want."



I think that's a great example of how a player could describe what he's doing, traing to gain access, rather than just say, "I'm using my Open Lock skill."

I'm trying to encourage that type of description in my game.
 

You and I have had this discussion before, WB. You said that you wouldn't even allow the PC a dice roll until and unless the player could describe the medical care they were attempting.

I never let PCs use skills they don't have, no matter how well the player describes how it works. There's a separation between player knowledge and character knowledge. Likewise, it's unfair to deny PCs their skills just because the players don't have them.

I mean, seriously, do you know the formula for Greek Fire? What the ingredients are? Would you make players describe them before you allowed them that Craft Alchemy roll?

Another example: I've done a little fencing. I'm not competition grade, at least nothing serious, and I never was, but I know a bit.

Should I force players to describe a riposte, a disengage, or know the difference between attacking en quarte (position 4) v position 1?

Yeah, adding detail is wonderful game color. I give circumstance bonus for it. But I don't require it, nor do I deny PCs their skills just because players haven't taken a Boy Scout or Red Cross first aid course, studied under a locksmith, or trained with a blade. To be blunt, it's a stupid requirement.
 


You and I have had this discussion before, WB. You said that you wouldn't even allow the PC a dice roll until and unless the player could describe the medical care they were attempting.

That's still true. If a player says, "I'll use my Heal Skill on the downed character, attempting to stabilize him," I'll as that player, "Ok, well, what are you doing to stabilize him."

I want to hear the player describe what he's doing.

But, I'm not an ogre about it. And, once the same type of check comes up once or thrice, the player "gets into it" and doesn't say, "I want to make a check" anymore. They just start describing what they do. Many times, I'll look across the table, listening to a player's description of action and say, "That just earned you a FILL-IN-THE-BLANK check".





I never let PCs use skills they don't have, no matter how well the player describes how it works.

In d20 games, don't all characters have all skills? At different ranks, sure. And, with a Trained-Only skill, the max a character can throw is 10, total.

But...it's not possible for a PC to use a skill he doesn't have, because he does have all skills.

Unless you play with a House Rule? Or, maybe some non-standard skills that you don't default to every PC like the core skills?





There's a separation between player knowledge and character knowledge. Likewise, it's unfair to deny PCs their skills just because the players don't have them.

As I said earlier in the thread, I'm not an ogre about it. I'll help a Player...give him suggestions. Most players who are attracted to role playing are usually pretty smart cookies. At least, that's been my experience with the various people I've played with over the decades.

And, they don't even have to use real medicine on a Heal check. They can describe how their character is making the object of the check chew on the root of the ju-ju tree, which is known as a pain killer. (Or, whatever. I just made that up.)

Once something like that is set, I'll feed off the player and even throw in some ju-ju trees in the game so that the character can dig up some roots.




I mean, seriously, do you know the formula for Greek Fire? What the ingredients are?

Nope. But, I could look it up on the net before a game. Or, I could just make up something that sounds convincing (and then probably correct myself once I had a chance to look it up on the net).

OH...almost forgot. I've got a pretty cool d20 gaming book called From Stone To Steel. Greek Fire is made up of...sulfur, naphtha, and quicklime.





Would you make players describe them before you allowed them that Craft Alchemy roll?

Not necessarily the specific ingredients (but, now that we know what they are, then, why not?). But, I do require the player to tell me what he's doing.

Something like, "First, I'll make the naphtha as a base. I'll make a concoction of tree sap, then heat the and mix with lamp oil, adding in some lard as a thickener. Then, in goes the quicklime, and finally the sulfur. Brew for 17 minutes. Viola, I've got Greek Fire."

Now, I totally made that up, but that's what I'm looking for from a player--description of what he's doing.

Also, we won't go through all of this if we're not focussing on the creation of the Greek Fire. If the focus of the game is somewhere else, then the alchemist can just go off, make a couple of rolls, and then return with the Greek Fire after the appropriate time.

The thing with the Heal check is that it usually is a focus. When a character is dying, it's a focus.

I've got a situation right now, in my game, where dying characters aren't a focus. The players are chasing the bad guys away from the battlefield. NPCs will try to heal the injured NPCs. Well, I'll just do that in between games with some quick dice throws. By the time the players get back to this area, it will be at least a game day--much likely longer--so, whomever needed medical attention already got it.

But, most of the time, it's the players giving the medical attention, and like picking a lock, they need to describe what they're doing.





Should I force players to describe a riposte, a disengage, or know the difference between attacking en quarte (position 4) v position 1?

We routinely describe how our blows are made in combat. So, the answer is "yes".

GM: "The Grath warrior steps in with a low thrust of his spear." Rolls attack.

Player: "I'll knock it aside with my sword, step back, follow through, and bring my sword around to my right to chop down on his left shoulder." Defense throw, followed by his next attack on the next round.

That type of thing is heard in my game all the time. I don't like: "You attack. What did you get? A 17. Ok, it missed. My attack."

I like combat to be much more colorful than that.




Yeah, adding detail is wonderful game color. I give circumstance bonus for it. But I don't require it, nor do I deny PCs their skills just because players haven't taken a Boy Scout or Red Cross first aid course, studied under a locksmith, or trained with a blade.

Different people play differently.



To be blunt, it's a stupid requirement.

To be really blunt, that is an ignorant statement because you have no idea of the enjoyment level me or my players are getting out of my game.

The same campaign is going on now for over two years, so, I guess I'm doing something right.

I mean, do you actually think players keep coming to my game for that long because they hate the way I play?

You might want to watch your statements until you understand what you are talking about. Obviously, you don't.
 

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