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Skills That Should be Handy for an Adventurer...But Aren't in Actual Play.
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<blockquote data-quote="kigmatzomat" data-source="post: 3087448" data-attributes="member: 9254"><p>I can't vote b/c there's no choice for "but we use *all* these skills!" </p><p></p><p>Appraise is used by the thief to figure out which item he should grab before the rest of the party catches up. Heal is a nifty thing for when something drops the cleric or they enter one of the Chaos Lands where magic acts funny. Balance is rarely used but only b/c the players forget about it until they really need it; there have been several instances of them running along rooftops or moving around a ship's ratlines where it proved its value. </p><p></p><p>Climb is used sporadically, depending on the presence of slippers of spiderclimb, but no one has ever called it useless. Decipher script...okay that's only been used a few times but that's as much due to the party's craving for learning languages as anything else. UMD sees use when the cleric is being eaten and the ranger is too busy to use the wand of CLW himself. </p><p></p><p>The social skills are useful since I have the GG roll d20s before the game that I use as needed. Net result is that they RP a bit and then I translate into what they actually said/did. (Go watch Beerfest and pay attention to the "beer goggles" scene and you'll see the difference between what they thought they said/did/saw and what really happened.) My group are good RPers so once they figure out how badly they blew it or aced it that they'll ham it up a bit and play up their roll. </p><p></p><p>Craft is used during winter to make their own MW items for enchantment or to maintain their gear after a bad day. Pick pock-errrr, <em>sleight of hand</em> hasn't seen use but that's a choice of the party; they tend to be pretty overt. </p><p></p><p>I've also ruled that forgery is the skill to reproduce any document including maps, heraldic devices, books, etc. As such, the party tends to make a Concentration check to memorize a thing and then forgery to try and reproduce it as best they can. Great for magical circles, mystic runes, and glyphs of all kinds.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 3087448, member: 9254"] I can't vote b/c there's no choice for "but we use *all* these skills!" Appraise is used by the thief to figure out which item he should grab before the rest of the party catches up. Heal is a nifty thing for when something drops the cleric or they enter one of the Chaos Lands where magic acts funny. Balance is rarely used but only b/c the players forget about it until they really need it; there have been several instances of them running along rooftops or moving around a ship's ratlines where it proved its value. Climb is used sporadically, depending on the presence of slippers of spiderclimb, but no one has ever called it useless. Decipher script...okay that's only been used a few times but that's as much due to the party's craving for learning languages as anything else. UMD sees use when the cleric is being eaten and the ranger is too busy to use the wand of CLW himself. The social skills are useful since I have the GG roll d20s before the game that I use as needed. Net result is that they RP a bit and then I translate into what they actually said/did. (Go watch Beerfest and pay attention to the "beer goggles" scene and you'll see the difference between what they thought they said/did/saw and what really happened.) My group are good RPers so once they figure out how badly they blew it or aced it that they'll ham it up a bit and play up their roll. Craft is used during winter to make their own MW items for enchantment or to maintain their gear after a bad day. Pick pock-errrr, [i]sleight of hand[/i] hasn't seen use but that's a choice of the party; they tend to be pretty overt. I've also ruled that forgery is the skill to reproduce any document including maps, heraldic devices, books, etc. As such, the party tends to make a Concentration check to memorize a thing and then forgery to try and reproduce it as best they can. Great for magical circles, mystic runes, and glyphs of all kinds. [/QUOTE]
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