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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
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<blockquote data-quote="Li Shenron" data-source="post: 1991216" data-attributes="member: 1465"><p>Then don't forget this Afrodyte's point:</p><p></p><p> </p><p></p><p>It's a very good thing to focus on, if you expect a low-magic supply for the characters, who therefore have to deal with challenges only with their mundane abilities.</p><p></p><p>Merging the skills will give each of them more skills to use, but won't let them accompish anything beyond the PHB uses of those skills. Other books (Kalamar and Rokugan settings IIRC, Complete Adventurer) may give you several suggested extra uses for many skills, but you can just look at the low level spells in the PHB, and decide if you want similar non-magical abilities from existing skills.</p><p></p><p>For example:</p><p></p><p>Cure Light Wounds -> Heal, only 1/day per person</p><p></p><p>Detect Poison -> Survival to identify a poisoned food or object, Heal to identify someone has been poisoned, Knowledge (Nature) to know an animal/plant is poisonous</p><p></p><p>Mending -> Craft (any one) or Disable Device (for mechanical tools), but they take more time</p><p></p><p>Resistance -> Diplomacy, it takes 5 minutes of speach to boosts Will ST only for a minute, max 1/day</p><p></p><p>Detect Animals or Plants -> Knowledge (Nature), time varies since it's based on searching clues of their presence</p><p></p><p>Goodberry -> Knowledge (Nature) or Profession (Herbalist) to find healing plants in the wild, time and max amount depends on local flora</p><p></p><p>Pass Without Trace -> Survival checks to conceal tracks</p><p></p><p>Animal Messenger -> Handle Animal should teach a critter for this, but may take days or weeks</p><p></p><p>Comprehend Languages -> Decipher Script</p><p></p><p>Bless/Curse Water -> Knowledge (Religion) may allow a rite to replicate the spell, same costs but longer time</p><p></p><p>Deathwatch -> Heal all the way</p><p></p><p>Detect C/E/G/L -> Sense Motive, with a fairly high DC</p><p></p><p>Endure Elements -> Survival may be used instead of ST, or to get(yourself)/give(others) a bonus to ST for heat and cold</p><p></p><p>Remove Fear -> Diplomacy on your own friends</p><p></p><p>Augury -> Sense Motive as a "sixth sense"</p><p></p><p>Daze -> Bluff with fairly high DC</p><p></p><p>Hold Portal -> Open Lock or Disable Device can be used to jam a door</p><p></p><p>Grease -> Alchemy may be used to craft a similar substance</p><p></p><p>True Strike -> Concentration for a bonus on next attack roll</p><p></p><p>I am not obviously saying that skills shouls replicate spells exactly! Just that the PCs may achieve lesser similar effects, with longer time required, and perhaps even with the need of tools or appropriate material.</p><p></p><p>edit: For instance, I wouldn't allow Concentration to give +20 on next attack roll, but you could let a character do one single attack (as a full-round action) with a Concentration check to give a bonus of +2/+4 for example</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 1991216, member: 1465"] Then don't forget this Afrodyte's point: It's a very good thing to focus on, if you expect a low-magic supply for the characters, who therefore have to deal with challenges only with their mundane abilities. Merging the skills will give each of them more skills to use, but won't let them accompish anything beyond the PHB uses of those skills. Other books (Kalamar and Rokugan settings IIRC, Complete Adventurer) may give you several suggested extra uses for many skills, but you can just look at the low level spells in the PHB, and decide if you want similar non-magical abilities from existing skills. For example: Cure Light Wounds -> Heal, only 1/day per person Detect Poison -> Survival to identify a poisoned food or object, Heal to identify someone has been poisoned, Knowledge (Nature) to know an animal/plant is poisonous Mending -> Craft (any one) or Disable Device (for mechanical tools), but they take more time Resistance -> Diplomacy, it takes 5 minutes of speach to boosts Will ST only for a minute, max 1/day Detect Animals or Plants -> Knowledge (Nature), time varies since it's based on searching clues of their presence Goodberry -> Knowledge (Nature) or Profession (Herbalist) to find healing plants in the wild, time and max amount depends on local flora Pass Without Trace -> Survival checks to conceal tracks Animal Messenger -> Handle Animal should teach a critter for this, but may take days or weeks Comprehend Languages -> Decipher Script Bless/Curse Water -> Knowledge (Religion) may allow a rite to replicate the spell, same costs but longer time Deathwatch -> Heal all the way Detect C/E/G/L -> Sense Motive, with a fairly high DC Endure Elements -> Survival may be used instead of ST, or to get(yourself)/give(others) a bonus to ST for heat and cold Remove Fear -> Diplomacy on your own friends Augury -> Sense Motive as a "sixth sense" Daze -> Bluff with fairly high DC Hold Portal -> Open Lock or Disable Device can be used to jam a door Grease -> Alchemy may be used to craft a similar substance True Strike -> Concentration for a bonus on next attack roll I am not obviously saying that skills shouls replicate spells exactly! Just that the PCs may achieve lesser similar effects, with longer time required, and perhaps even with the need of tools or appropriate material. edit: For instance, I wouldn't allow Concentration to give +20 on next attack roll, but you could let a character do one single attack (as a full-round action) with a Concentration check to give a bonus of +2/+4 for example [/QUOTE]
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