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Skills that PC shouldn't get?
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<blockquote data-quote="Elder-Basilisk" data-source="post: 1394312" data-attributes="member: 3146"><p>In my own experience, most skills are potentially useful--though I would say profession and (to a lesser degree) craft skills aren't very useful for PCs since PCs are usually adventurers who make their living by their swords, wits and spells rather than their profession skills. What stops skills from being really useful is not having any or enough ranks in them.</p><p></p><p>Use Rope? Well, my characters have very rarely used it because none of them have any ranks. When they want to tie someone up, they use masterwork manacles (and if he's a rogue, they just beat him unconscious because some DMs in my area seem to have the impression that all mid-level rogues have enough escape artist to slip out of the manacles without effort). But if any of the characters had maxed use rope, they'd keep the foes tied up. They'd also be able to tie fancy knots that would give them a good deal more flexibility when climbing cliff faces, etc. But they don't have it and they make do.</p><p></p><p>Similarly Innuendo was a skill that I could see a very clear use for (and Ortwin did a fantastic job of demonstrating that use in Sepulchrave's latest update of his story hour). But my characters never had enough ranks to spare so we made do without it.</p><p></p><p>Decipher Script? It was rather neat having a wizard with enough of this that, in our last game, we didn't have to break out the comprehend Languages scrolls. It enabled us to spend our resources elsewhere. I've also seen situations where it could be used for deciphering codes that comprehend languages wouldn't work on--since it's a code rather than a language.</p><p></p><p>I've seen jump put to some rather impressive uses too--an enlarged monk leaped up twenty feet to try to grapple a flying half-fiend sorceress and a pair of barbarians leaped 15 feet onto a raft that some swamp goblins were using as a firing platform. Not too shabby when you don't have fly (or you do have it but you only have one prepped and you don't think that six goblins on a boat who you can eventually whittle down with archery are worth that resource when you could run into a flying Ogre Mage later in the day). The other nifty thing about jump is that you can make a leaping charge over that chasm on round 1 rather than casting fly and waiting until round 2 to attack.</p><p></p><p>Climb? Again, it's nice to be able to climb across the wet cliff face instead of having to use spells that you may later miss when you face the first combat. If I used Overland Flight, of course, that wouldn't be an issue, but my character finds quickened rays of enfeeblement more useful.</p><p></p><p>For the most part, IME, if you have a skill, you'll find uses for it. If you don't have it, you'll work around it.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 1394312, member: 3146"] In my own experience, most skills are potentially useful--though I would say profession and (to a lesser degree) craft skills aren't very useful for PCs since PCs are usually adventurers who make their living by their swords, wits and spells rather than their profession skills. What stops skills from being really useful is not having any or enough ranks in them. Use Rope? Well, my characters have very rarely used it because none of them have any ranks. When they want to tie someone up, they use masterwork manacles (and if he's a rogue, they just beat him unconscious because some DMs in my area seem to have the impression that all mid-level rogues have enough escape artist to slip out of the manacles without effort). But if any of the characters had maxed use rope, they'd keep the foes tied up. They'd also be able to tie fancy knots that would give them a good deal more flexibility when climbing cliff faces, etc. But they don't have it and they make do. Similarly Innuendo was a skill that I could see a very clear use for (and Ortwin did a fantastic job of demonstrating that use in Sepulchrave's latest update of his story hour). But my characters never had enough ranks to spare so we made do without it. Decipher Script? It was rather neat having a wizard with enough of this that, in our last game, we didn't have to break out the comprehend Languages scrolls. It enabled us to spend our resources elsewhere. I've also seen situations where it could be used for deciphering codes that comprehend languages wouldn't work on--since it's a code rather than a language. I've seen jump put to some rather impressive uses too--an enlarged monk leaped up twenty feet to try to grapple a flying half-fiend sorceress and a pair of barbarians leaped 15 feet onto a raft that some swamp goblins were using as a firing platform. Not too shabby when you don't have fly (or you do have it but you only have one prepped and you don't think that six goblins on a boat who you can eventually whittle down with archery are worth that resource when you could run into a flying Ogre Mage later in the day). The other nifty thing about jump is that you can make a leaping charge over that chasm on round 1 rather than casting fly and waiting until round 2 to attack. Climb? Again, it's nice to be able to climb across the wet cliff face instead of having to use spells that you may later miss when you face the first combat. If I used Overland Flight, of course, that wouldn't be an issue, but my character finds quickened rays of enfeeblement more useful. For the most part, IME, if you have a skill, you'll find uses for it. If you don't have it, you'll work around it. [/QUOTE]
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