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General Tabletop Discussion
*TTRPGs General
Skills That Should be Handy for an Adventurer...But Aren't in Actual Play.
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<blockquote data-quote="Jefe Bergenstein" data-source="post: 3079983" data-attributes="member: 31506"><p>Its one of those skills thats situational for many groups, but its one you dont need many ranks in when it comes up. With silk rope, 1 rank, and an unimpressive 14 dex, you can take 10 and succeed on any use rope check except bind a prisoner. Even then, you get a +10 versus their check. Though masterwork manacles (50gp, DC 35 escape artist) kind of negate the need for this. </p><p></p><p>Most of the skills in our game seem to come up with regular use, though a few houserules have helped out. </p><p></p><p>We merged Climb, Swim and Jump into Athletics. Most party members have at least a few ranks, which encourages more cinematic fights IMO.</p><p></p><p>Spot, Search and Listen were merged into Notice, with Spot and Listen being subscores representing unattended checks (ie, half value). IE, if you and a friend are talking, you get a listen (1/2 notice + any specific listen mods) to hear something randomly. However, if you are focusing your attention on something (eavesdropping on a conversation, listening at the door) you get full Notice. Its been handy for helping people remember smells and other random stuff not explicitly covered by the rules.</p><p></p><p>Balance and Tumble into Acrobatics. Pretty much the same reason as for athletics.</p><p></p><p>We changed Heal so that its a DC 10 check to cure 1 point of damage, with an additional point cured for every 5 you beat the DC by. The party routinely takes a few minutes to bind wounds after most battles. </p><p></p><p>Appraise also works like haggle, using charisma as the mod. For every point you beat the target in an opposed roll, the price rises or falls by 1% (within set maximums). One of the players maxes it out on her dragon, so she's the one who routinely takes excess loot to market.</p></blockquote><p></p>
[QUOTE="Jefe Bergenstein, post: 3079983, member: 31506"] Its one of those skills thats situational for many groups, but its one you dont need many ranks in when it comes up. With silk rope, 1 rank, and an unimpressive 14 dex, you can take 10 and succeed on any use rope check except bind a prisoner. Even then, you get a +10 versus their check. Though masterwork manacles (50gp, DC 35 escape artist) kind of negate the need for this. Most of the skills in our game seem to come up with regular use, though a few houserules have helped out. We merged Climb, Swim and Jump into Athletics. Most party members have at least a few ranks, which encourages more cinematic fights IMO. Spot, Search and Listen were merged into Notice, with Spot and Listen being subscores representing unattended checks (ie, half value). IE, if you and a friend are talking, you get a listen (1/2 notice + any specific listen mods) to hear something randomly. However, if you are focusing your attention on something (eavesdropping on a conversation, listening at the door) you get full Notice. Its been handy for helping people remember smells and other random stuff not explicitly covered by the rules. Balance and Tumble into Acrobatics. Pretty much the same reason as for athletics. We changed Heal so that its a DC 10 check to cure 1 point of damage, with an additional point cured for every 5 you beat the DC by. The party routinely takes a few minutes to bind wounds after most battles. Appraise also works like haggle, using charisma as the mod. For every point you beat the target in an opposed roll, the price rises or falls by 1% (within set maximums). One of the players maxes it out on her dragon, so she's the one who routinely takes excess loot to market. [/QUOTE]
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Skills That Should be Handy for an Adventurer...But Aren't in Actual Play.
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