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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="Feldspar" data-source="post: 3080914" data-attributes="member: 20450"><p>The only one I voted for is Decipher Script. Its best for the party if they invest in a few scrolls of comprehend languages and have you put the points into something more useful.</p><p></p><p>A lot of the social skills are campaign dependent, but if you get an opportunity to use them then they can be handy indeed. I even made use of disguise once against some orcs to get some suprise sneak attacks in. Disguise Self doesn't really replace Disguise, because its self only - Disguise works best as part of a suite of skills like Bluff, Gather Information, Diplomacy, etc. Cat burglars are fun, but so are James Bond types who walk right in the front door disguised and bluffing.</p><p></p><p>Survival stays off the list because its used for tracking - and when a character has Track it gets used constantly.</p><p></p><p>With regards to subcontracting a skill like Forgery: and how excatly are you going to find this quality forger, hire a town crier to announce that you're looking for someone to help you commit a crime? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I suppose if you have a party member with really good skills in Gather Information, Diplomacy and Sense Motive you can find yourself a good forger without falling afoul of the law, local thieves guild, etc or getting sold out or double crossed. </p><p></p><p>I wonder if I should have marked Craft. In regards to armor and weapon smithing, I've only ever found it to be useful *before* actual play, if I can make use of it in character creation to make my own gear. A fighter can effectively have double or triple their starting money and show up on day one in a nice suit of Banded mail.</p><p></p><p>Appraise - this is one that maybe I could have voted for, but nobody takes it because we just flat out ignore the mechanic. No one wants to take the effort to add that extra "Papers and Paychecks" accounting for one. But worse that the rules here seem incomplete.</p><p></p><p>Okay, you just valued the gem at 150% of real value - now what? And then it can just get worse if you add in rolls for the merchant: what if he's valued that same gem at 50% of value. How do you resolve that? I suppose for any session with a merchant you can assume that the final price offered is whichever appraise value is smaller (unlikely that players who undervalued item will succeed in bartering to a price of more than they offered with an experienced merchant). I think just hand waving this all away results in happier faces at the gaming table. They got their loot and everyone's spending more time on the fun stuff.</p></blockquote><p></p>
[QUOTE="Feldspar, post: 3080914, member: 20450"] The only one I voted for is Decipher Script. Its best for the party if they invest in a few scrolls of comprehend languages and have you put the points into something more useful. A lot of the social skills are campaign dependent, but if you get an opportunity to use them then they can be handy indeed. I even made use of disguise once against some orcs to get some suprise sneak attacks in. Disguise Self doesn't really replace Disguise, because its self only - Disguise works best as part of a suite of skills like Bluff, Gather Information, Diplomacy, etc. Cat burglars are fun, but so are James Bond types who walk right in the front door disguised and bluffing. Survival stays off the list because its used for tracking - and when a character has Track it gets used constantly. With regards to subcontracting a skill like Forgery: and how excatly are you going to find this quality forger, hire a town crier to announce that you're looking for someone to help you commit a crime? :) I suppose if you have a party member with really good skills in Gather Information, Diplomacy and Sense Motive you can find yourself a good forger without falling afoul of the law, local thieves guild, etc or getting sold out or double crossed. I wonder if I should have marked Craft. In regards to armor and weapon smithing, I've only ever found it to be useful *before* actual play, if I can make use of it in character creation to make my own gear. A fighter can effectively have double or triple their starting money and show up on day one in a nice suit of Banded mail. Appraise - this is one that maybe I could have voted for, but nobody takes it because we just flat out ignore the mechanic. No one wants to take the effort to add that extra "Papers and Paychecks" accounting for one. But worse that the rules here seem incomplete. Okay, you just valued the gem at 150% of real value - now what? And then it can just get worse if you add in rolls for the merchant: what if he's valued that same gem at 50% of value. How do you resolve that? I suppose for any session with a merchant you can assume that the final price offered is whichever appraise value is smaller (unlikely that players who undervalued item will succeed in bartering to a price of more than they offered with an experienced merchant). I think just hand waving this all away results in happier faces at the gaming table. They got their loot and everyone's spending more time on the fun stuff. [/QUOTE]
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