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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="AdmundfortGeographer" data-source="post: 3081965" data-attributes="member: 4682"><p>Skills that <strong>seem</strong> useful for adventuring but aren't? Well some skills certainly look useless from the get go, like Forgery or Appraise or Use Rope.</p><p></p><p>For me, I voted:</p><p></p><p><strong>Balance:</strong> too many DMs just substitute Reflex saves because they can't grapple their mind around how to differentiate Balance from Reflex saves. They just instinctively toss out "make a Reflex save".</p><p></p><p><strong>Decipher Script:</strong> So rarely ever shows up. Poor adventure authoring seems to ignore this, and then when it's there and PCs don't have the skill... so frequently the PCs just get screwed because they can't figure out a critical code.</p><p></p><p><strong>Handle Animal:</strong> I just never see it show up in play beyond animal tricks and those are a hassle that many don't bother getting an animal companion. Just roll it into Diplomacy and those characters with Wild Empathy get bonuses. For those NPC classes make up a feat that bestows Wild Empathy as an ability.</p><p></p><p><strong>Slight of Hand:</strong> Never ever see it in play. By changing the name, players of rogues seem to have forgotten this is what they Pick Pockets with and thus rogues rarely ever seem to be picking pockets, or anything else involved with the broadened skill. It seems that it involves highly dextrous fingers, as much as does Use Rope... maybe those could be rolled in together.</p><p></p><p><strong>Open Locks:</strong> This is the last skill I voted for. Once the trap is disarmed, opening the lock is meaningless after the <em>knock</em> spell is available. <em>Wand of knock</em>... Open Lock should be rolled into Disable Device... because when you pick a lock you <strong>are</strong> disabling a device!</p><p></p><p></p><p>I came close to voting for Use Rope... but that seems obviously useless. Maybe it is just after playing 3.x for years now it is obvious *shrug*.</p></blockquote><p></p>
[QUOTE="AdmundfortGeographer, post: 3081965, member: 4682"] Skills that [b]seem[/b] useful for adventuring but aren't? Well some skills certainly look useless from the get go, like Forgery or Appraise or Use Rope. For me, I voted: [b]Balance:[/b] too many DMs just substitute Reflex saves because they can't grapple their mind around how to differentiate Balance from Reflex saves. They just instinctively toss out "make a Reflex save". [b]Decipher Script:[/b] So rarely ever shows up. Poor adventure authoring seems to ignore this, and then when it's there and PCs don't have the skill... so frequently the PCs just get screwed because they can't figure out a critical code. [b]Handle Animal:[/b] I just never see it show up in play beyond animal tricks and those are a hassle that many don't bother getting an animal companion. Just roll it into Diplomacy and those characters with Wild Empathy get bonuses. For those NPC classes make up a feat that bestows Wild Empathy as an ability. [b]Slight of Hand:[/b] Never ever see it in play. By changing the name, players of rogues seem to have forgotten this is what they Pick Pockets with and thus rogues rarely ever seem to be picking pockets, or anything else involved with the broadened skill. It seems that it involves highly dextrous fingers, as much as does Use Rope... maybe those could be rolled in together. [b]Open Locks:[/b] This is the last skill I voted for. Once the trap is disarmed, opening the lock is meaningless after the [i]knock[/i] spell is available. [i]Wand of knock[/i]... Open Lock should be rolled into Disable Device... because when you pick a lock you [b]are[/b] disabling a device! I came close to voting for Use Rope... but that seems obviously useless. Maybe it is just after playing 3.x for years now it is obvious *shrug*. [/QUOTE]
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