Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Skills That Should be Handy for an Adventurer...But Aren't in Actual Play.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="DestroyYouAlot" data-source="post: 3080000" data-attributes="member: 36618"><p>No need - synergy bonuses take care of that. At 2nd level, a character can be getting all kinds of bonuses in skill B, C, and D from taking 5 ranks in skill A. </p><p></p><p>And, besides - you guys are crazy. (Or maybe I just run my game differently from other people... nahhh, you're all crazy.) The only skills on that list that I can honestly say haven't seen occasional to regular use in my campaign are Alchemy, Forgery, and Use Magic Device, and the latter two have been been featured in the players' contingency plans. Of course, I'm mindful to <em>make</em> all of them useful, and I feature a broad mix of adventure and RP styles in my game, but still... </p><p></p><p>A few frequent offenders:</p><p></p><p>Appraise: How else, exactly, do your PCs tell if the jeweller is giving them an honest price on that sapphire, or giving it to them the hard way? (Or do the gems in your campaign come labelled "500gp"?)</p><p></p><p>Balance: I don't even know where to start with this one (other than to remind the person that suggested this be rolled over into a Ref save that skills are "active" while saves are "reactive", and to wonder how exactly a second-story man rogue character would take ranks in a saving throw?). Anyway, I also use a homebrew spelunking system that uses this skill heavily. (Let's see, charging across a Slick surface with a Moderate incline? That's a DC 15...)</p><p></p><p>Bluff: My players took special notice of the feint rules, and I have a PC in one game that specializes in feinting with a glaive. Anyway, maybe your players are more honest than mine, but lying effectively comes in pretty handy sometimes.</p><p></p><p>Concentration: Not much written into the 3.0 rules for non-spellcasting Concentration checks, but I've thrown it in a few times for random stuff like drinking games, etc. </p><p></p><p>Craft / Profession: Again, seems pretty obvious, but these are as much about character background and flavor as they are in-game use. But you never know...</p><p></p><p>Decipher Script: Puzzles. Among other things. But, seriously, puzzles. </p><p></p><p>Diplomacy: Sees plenty of use, but is relatively ill-defined - and the "NPC reactions" in the DMG are crap. Seriously, anyone who plays a d20 game should check out Rich Burlew's alternate Diplomacy skill article on Giant in the Playground, I guarantee you'll never look back: <a href="http://www.giantitp.com/articles/jFppYwv7OUkegKhONNF.html" target="_blank">This Old Rule: Diplomacy Skill</a></p><p></p><p>Forgery: Adventuring in Cormyr without an adventuring charter 101, right this way folks.</p><p></p><p>Heal: More useful in a diagnostic than a curative sense; also, consider allowing a successful check to get a sense of a monster or NPC's current HP remaining.</p><p></p><p>Knowledge (whatever): Wow. Just, wow. (Although, an earlier poster was right, this wasn't well-defined until 3.5.)</p><p></p><p>Sense Motive: Again, <em>detecting</em> a lie can be a life-saver.</p><p></p><p>Use Rope: You never take prisoners? How about rappelling down a cliff? (I know <em>I'm</em> not letting the wizard tie that knot.)</p></blockquote><p></p>
[QUOTE="DestroyYouAlot, post: 3080000, member: 36618"] No need - synergy bonuses take care of that. At 2nd level, a character can be getting all kinds of bonuses in skill B, C, and D from taking 5 ranks in skill A. And, besides - you guys are crazy. (Or maybe I just run my game differently from other people... nahhh, you're all crazy.) The only skills on that list that I can honestly say haven't seen occasional to regular use in my campaign are Alchemy, Forgery, and Use Magic Device, and the latter two have been been featured in the players' contingency plans. Of course, I'm mindful to [i]make[/i] all of them useful, and I feature a broad mix of adventure and RP styles in my game, but still... A few frequent offenders: Appraise: How else, exactly, do your PCs tell if the jeweller is giving them an honest price on that sapphire, or giving it to them the hard way? (Or do the gems in your campaign come labelled "500gp"?) Balance: I don't even know where to start with this one (other than to remind the person that suggested this be rolled over into a Ref save that skills are "active" while saves are "reactive", and to wonder how exactly a second-story man rogue character would take ranks in a saving throw?). Anyway, I also use a homebrew spelunking system that uses this skill heavily. (Let's see, charging across a Slick surface with a Moderate incline? That's a DC 15...) Bluff: My players took special notice of the feint rules, and I have a PC in one game that specializes in feinting with a glaive. Anyway, maybe your players are more honest than mine, but lying effectively comes in pretty handy sometimes. Concentration: Not much written into the 3.0 rules for non-spellcasting Concentration checks, but I've thrown it in a few times for random stuff like drinking games, etc. Craft / Profession: Again, seems pretty obvious, but these are as much about character background and flavor as they are in-game use. But you never know... Decipher Script: Puzzles. Among other things. But, seriously, puzzles. Diplomacy: Sees plenty of use, but is relatively ill-defined - and the "NPC reactions" in the DMG are crap. Seriously, anyone who plays a d20 game should check out Rich Burlew's alternate Diplomacy skill article on Giant in the Playground, I guarantee you'll never look back: [url=http://www.giantitp.com/articles/jFppYwv7OUkegKhONNF.html]This Old Rule: Diplomacy Skill[/url] Forgery: Adventuring in Cormyr without an adventuring charter 101, right this way folks. Heal: More useful in a diagnostic than a curative sense; also, consider allowing a successful check to get a sense of a monster or NPC's current HP remaining. Knowledge (whatever): Wow. Just, wow. (Although, an earlier poster was right, this wasn't well-defined until 3.5.) Sense Motive: Again, [i]detecting[/i] a lie can be a life-saver. Use Rope: You never take prisoners? How about rappelling down a cliff? (I know [i]I'm[/i] not letting the wizard tie that knot.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Skills That Should be Handy for an Adventurer...But Aren't in Actual Play.
Top