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*TTRPGs General
Skills That Should be Handy for an Adventurer...But Aren't in Actual Play.
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 3080066" data-attributes="member: 1165"><p>I've never had a problem with this skill. The rules seem decent with it. Opposed check, sensible modifiers. (I think it's either Modern, 3.5 or both that have the sensible modifiers.)</p><p></p><p></p><p></p><p>DMs seem to think you're not allowed to use any character skills for solving puzzles. No Int checks, no Knowledge checks, no skill checks, just watching people get bored trying to solve a puzzle that makes perfect sense to the DM but makes no sense to them.</p><p></p><p></p><p></p><p>I'd say "define adventure". Do you need one for solving a murder case? Tackling gangs? How are they going to know you're going into that old dungeon over there - is there a guard standing there? "Oh, I'm off saving the world, why do I need a special piece of paper for this? "I just don't see how this could be enforced.</p><p></p><p></p><p></p><p>It might be different in D20 Modern, but the skill doesn't actually detect lies. It detects trustworthiness. But yes, I find the skill very useful.</p><p></p><p></p><p></p><p>And do what? Torture them? Until I read some online guidelines about how US soldiers take prisoners in Iraq, I didn't know how to keep someone secure without a jail cell or manacles, and I don't think most players do, either. They're afraid the bad guys are going to escape, and they're right... captured PCs have this habit of escaping before much time passes, too. Usually we either kill the bad guys or let them go. It's not like they can accompany us on an adventure, especially since they want to escape or screw us over somehow.</p><p></p><p></p><p></p><p>Get some pretied rope. Or a climbing kit!</p><p></p><p></p><p></p><p>Same like in 3.5. How long does it last? In 3.5, it lasts one round. Woo.</p><p></p><p></p><p></p><p>This is from a D20 Modern perspective more than DnD. In Modern, you can use this skill to pick pockets, but also to hide weapons, usually guns. Picking pockets is pointless because it just makes the GM (represented by law enforcement) angry and also nets you nothing worthwhile (the Modern Wealth system is really funny sometimes). You could use it to plant something on someone (like a bug), but in most campaigns this doesn't come up often enough to be worthwhile.</p><p></p><p>However, it's common because of hiding guns. (And it's too good a skill for that, but that's another story.) Unfortunately, players sometimes try to use their gun-hiding skill for the pick pocketing skill; it only happens late at night when they're tried and their IQ is crashing, and for this reason they never pick pockets sensibly, but only stupidly. My players once stole a custom agent's badge and also his gun (the PC was unarmed at the time) because "they wanted a genuine customs agent badge". Needless to say, the customs agent saw him and got angry, and rejected the attempted bribery, so the PC shot him. It ended with a SWAT takedown. Another time the PCs tried to bribe a mob boss with $3000 or so. He flashed them the $5000 he had in his wallet, and said he had so much money there was no point of bribing him. So of course they robbed him of it. Well, they got the cash, but of course they had to run away from dozens of angry Triad members.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 3080066, member: 1165"] I've never had a problem with this skill. The rules seem decent with it. Opposed check, sensible modifiers. (I think it's either Modern, 3.5 or both that have the sensible modifiers.) DMs seem to think you're not allowed to use any character skills for solving puzzles. No Int checks, no Knowledge checks, no skill checks, just watching people get bored trying to solve a puzzle that makes perfect sense to the DM but makes no sense to them. I'd say "define adventure". Do you need one for solving a murder case? Tackling gangs? How are they going to know you're going into that old dungeon over there - is there a guard standing there? "Oh, I'm off saving the world, why do I need a special piece of paper for this? "I just don't see how this could be enforced. It might be different in D20 Modern, but the skill doesn't actually detect lies. It detects trustworthiness. But yes, I find the skill very useful. And do what? Torture them? Until I read some online guidelines about how US soldiers take prisoners in Iraq, I didn't know how to keep someone secure without a jail cell or manacles, and I don't think most players do, either. They're afraid the bad guys are going to escape, and they're right... captured PCs have this habit of escaping before much time passes, too. Usually we either kill the bad guys or let them go. It's not like they can accompany us on an adventure, especially since they want to escape or screw us over somehow. Get some pretied rope. Or a climbing kit! Same like in 3.5. How long does it last? In 3.5, it lasts one round. Woo. This is from a D20 Modern perspective more than DnD. In Modern, you can use this skill to pick pockets, but also to hide weapons, usually guns. Picking pockets is pointless because it just makes the GM (represented by law enforcement) angry and also nets you nothing worthwhile (the Modern Wealth system is really funny sometimes). You could use it to plant something on someone (like a bug), but in most campaigns this doesn't come up often enough to be worthwhile. However, it's common because of hiding guns. (And it's too good a skill for that, but that's another story.) Unfortunately, players sometimes try to use their gun-hiding skill for the pick pocketing skill; it only happens late at night when they're tried and their IQ is crashing, and for this reason they never pick pockets sensibly, but only stupidly. My players once stole a custom agent's badge and also his gun (the PC was unarmed at the time) because "they wanted a genuine customs agent badge". Needless to say, the customs agent saw him and got angry, and rejected the attempted bribery, so the PC shot him. It ended with a SWAT takedown. Another time the PCs tried to bribe a mob boss with $3000 or so. He flashed them the $5000 he had in his wallet, and said he had so much money there was no point of bribing him. So of course they robbed him of it. Well, they got the cash, but of course they had to run away from dozens of angry Triad members. [/QUOTE]
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