• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Underused skills

Appraise: The use of this skill depends upon the DM. If you tell the players "you find a gem worth x gp" it's completely unnecessary. If you say, you find a clear cut gem that seems to sparkle in the light, they need an appraise to know if the jeweler they take it to is telling the truth "Hmm. This is a very fine cubic zirconium--tell you what, I'll give you ten gold for it." Smart PCs will be able to find ways around having it (for instance, getting it appraised by a trusted jeweler who they pay for the appraisal but who knows that they will be selling it to someone else--Detect Lie, Sense Motive, and Detect Thoughts could come in handy here as well when making up for a lack of appraise skill).

Balance: Again, this one depends upon the DM. If you put uneven footing which requires balance checks into your adventures, then it'll be useful. If you don't, it won't be. There is a fine line though between occasionally making balance useful via balance checks and screwing the fighters and paladins for wearing armor and neither having significant numbers of skill points or balance as a class skill.

Decipher Script: This one is usually superceded by comprehend languages. However, a cave complex full of inscriptions in an unknown language would require PCs to be discerning in their use of Comprehend Languages--if you only have three scrolls, you don't want to waste them to understand that "Basura" means trash. And the only way you'll know what's important enough to know precisely ahead of time is to decipher script. The code suggestion is also good.

Escape Artist: This is useful if you're tied up and need to escape. Characters with the skill may also use it to escape grapples or move through web spells, etc. In fact, it's about the only way for a halfling rogue to have a prayer of escaping a grapple.

Forgery: This one will depend upon the campaign and the players. If the players aren't playing shady characters, the only reason they would use it would be to detect forgeries. If documents and deception don't play a big part in your campaign then forgery won't be used. But that's ok. If combat doesn't play a big part in your campaign, greatswords probably won't be used either. If large groups of weak enemies don't make regular appearances in your campaign, wizards won't learn fireball.

Handle Animal: Five ranks give a nifty synergy to ride bonusses that most mounted combatants won't miss out. This skill also is necessary to train animals or get teams of animals to do what you want. If your players don't use animals at all, they'll have no use for this skill. If they keep watch dogs or war dogs with them and/or want to train hippogriffs as mounts they'll want Handle Animal.

Innuendo: It's a useful skill if you are playing an intrigue campaign where you want to be able to communicate without others overhearing. You can also use it as a kind of hand code for a stealthy campaign. The real problem is that everyone has to have it for it to be useful.

Intimidate: It's like diplomacy when you're threatening people. I use it for "Do you dare question a knight of the crown?" as well as "Do it or I'll cut your lungs out with a spoon." In other words, it's useful for indirect threats or exerting authority as well as threats of immediate physical violence.

Open Locks: This will be useful to the kind of characters who want to sneakily take stuff from behind locked doors. A paladin who issues a challenge at the gate, batters down the door and slays the bad guys with his sword won't have much use for this. Different characters will. Also note that having or lacking this skill is something of a self-fulfilling prophecy. If characters don't have it, they'll use knock spells and bash doors in. If they do have it, they'll use it. A situation which requires stealth and features locked doors (for instance, the real crown of testing has been substituted for a fake crown so that the princely imposter will not be revealed at his coronation--the priests are in on this or don't believe the PCs so they have to replace the fake crown with the real one if they want the imposter to be exposed--and they obviously can't have it known that there was any switching or the imposter will say the switched the real crown for a fake one. So they need stealth as well) should demonstrate the usefulness of this skill though.

Pick Pockets: This also is useful for palming and concealing small objects. If someone wanted to smuggle a knife past a guard, pick pockets might be the appropriate skill to move the knife out of the guards search pattern without him noticing. I might also use this for drawing a small weapon without being observed (synergy bonus if someone distracts the observers with a bluff check).

Ride: If PCs don't have it, they won't use it. If they do, they will. That being said, it looks an awful lot more attractive the first time the ground bound PCs are beset by a squad of light cavalry who use mounted archery, and ride by attack to hurt the PCs while staying out of their reach and who are too fast for the PCs to outrun.

Scry: This is an essential skill for PCs. As soon as they make an enemy of a high level wizard and you start asking for scry checks (to notice his scrying), they'll realize its importance. If they don't get it then, they will when the wizard teleports a squad of his thugs in to harrass the PCs and then teleports away. Pretty soon, they'll realize they want to notice that scrying before the wizard behind it hurts them.

Swim: This is an often overlooked skill. That being said, it's primary use is on waterbound adventures and most PCs who lack the skill will figure out a way to make up for it (water breathing, levitation, fly, etc). Still, putting the PCs abourd a raft will make them very quickly take stock of their swim score.

Use Rope: This can be substituted for by using masterwork manacles but it still comes up every now and then. Are you tying the rope off at the top of a cliff so your party can climb up after you--what's your use rope skill? The DM rolls for the player behind the screen (unless the player is clever and says "it's +2 so I take ten for a 12) and says "You think your knot should hold. . . ."
 

log in or register to remove this ad

Balance: Have a roof-top chase. They will get plenty of use of Balance during that chase. This also tests their jump skill.

Those who aren't as quick footed can run down to ground level and try to deal with things from there. You still need at least one or two people in direct pursuit to herd / track / follow the person being chased.


Innuendo: There are all sorts of social situations where someone might want to 'drop a hint' to someone else. Any sort of romance or political adventure should provide plenty of opportunities to use this skill.


Handle Animal: Falconry or something like it. An unusual creature can attract attention. Think of it as another way of showing off in a social setting.


Pick Pockets: Remember this is all sorts of sleight of hand. Use it to slip an item past a guard, unsheath a tiny weapon without anyone noticing, or prepare a smoke stick so that you can get away.
 

Well, Elder Basalisk got here before me with some very good advice, but I'll try to add a little bit.

Appraise: Let me restress what EB said. This is one of the most essential skills in the game and I'm surprised to find it on this list. If you don't succeed in this skill, you don't know the value of anything you are looking at. Sometimes, appraise checks are so easy that a reasonably intelligent person would never fail them - say telling a glass bead from a jewel (DC 0), but if there is a chance make them roll.
Without this skill you cannot tell a masterwork sword from a non-masterwork one (and thus don't know whether the merchant has sold you a good quality sword) until after you have used it a while (and thus made several checks). And I might add, that the merchant himself can occassionaly fail at his appraise check and misappraise items - in which case detect lie isn't going to help you (in fact quite the contrary). PC's should be searching for merchants that they can trust, and these merchants become reoccuring NPC's that form relationships with the party. They are valuable hooks and should not be neglected.
Appraise can also occasionally be used to penetrate disguises and so forth. Just because you spot that the 'beggar' has a pair of valuable boots doesn't mean you truly appreciate the significance without an appraise check.

Balance: This is another one that I call for all the time, and am surprised to see on this list. Any time the surface is uneven or sloped during combat or other critical activity balance checks are called for. In fact, the balance of the average cleric (or tank fighter) can be so bad in plate mail or other heavy armor (or when totting the treasure out of the dungeon) that even asking for DC 0 balance checks is a useful means of retaining realism. Once you do this a while, PC's are probably going to realize that altough carrying 100 lbs of equipment may be useful, it has a price too.

Decipher Script: Practically everything in my campaign is written on. My dungeons tend to be modeled after Mayan or Eygptian architecture, and runes on stone are more common than words on paper. Plus I have a 10,000 year history, so the average locale has about 3 prior extinct cultures leaving ruins behind. Comprehend languages is nice if you don't have a rogue, but if you do, it is nice to have him able to save the spell casters one or more spell slots.

Escape Artist: Admittedly, limited utility. This is primarily going to get calls when players are grappled, or effectively grappled, as by nets, webs, whips, snare traps, or tar or quicksand or other goo in situations that I don't really feel a swim check is called for (say it is only hip deep). However, since being grappled is such a bad thing, and since a good DM (IMO) uses it often, I'd still expect people with access to this skill to put points in it.

Forgery: Very limited utility. Primarily an NPC skill, I can see it only being picked up as part of a highly political intrigue sort of game. If you want to have more calls for it, make sure that the PC's have to keep legal papers as part of your standard way you run the campaign - that is to say proof of citizenship, letters of marquise, legal rights to bear arms, proofs of knighthood, legal rights to leave the lands of thier liege, visas, etc.

Handle Animal: What EB said. In my campaign, one of the most common usages of this skill is the care and feeding of beasts that the players have captured and plan to sell. That is to say, without a successful Handle Animal check, the Griffin eggs do not make it back to town in a viable state and they recieve little or no money for them.

Innuendo: Very limited utility, since innuendo is most easily accomplished by simply role playing.

Intimidate: Extremely powerful 'diplomatic' tool, in fact, too powerful and needs ammending.

Open Locks: What? Everything isn't locked in your campaigns? The key to making this skill useful is making sure that frequently, bashing down doors attracts more unfriendlies quicker than simply opening the door.

Pick Pockets: Very limited utility, mostly an NPC skill. Usually picked up by PC's only as part of a RP concept. If you want to encourage this skill, try to make what is palmed useful. If you get a purse of copper every time you filch something, no one is going to care for long. Also, allow characters with this skill to filch unattended weapons (sheathed) from flat footed opponents.

Ride: What EB said. Mobility is power. If alot of your game occurs out doors, then this skill will rise in importance.

Scry: Of no importance at low level, this restricted skill becomes quite important at high levels.

Swim: If you can't swim, you drown. If your characters aren't taking this into account, your world is probably too dry or deliberately dry. (Although I had a character nearly drown on Tatooine once.)

Use Rope: Limited utility after the first few levels. Make sure that your dungeons have vertical elements if you want this skill to come up frequently. More powerful parties typically have better ways around obstacles than simply climbing a rope.
 

Everyone seems to have the bases covered here, but I thought I'd add one thing: if your campaign is mostly political, forged papers are bound to come up for someone sometime.
 

Appraise shouldn't be used to appraise the price of an object right away (that would be nonsensical since that depends on supply and demand), but it should be used to understand what an item is and the quality of the item.

When the PCs go to the market, the PCs could use their appraise skills to get a feeling of the price level of such items in that particular market at that particular time.
 

Actually, I think it's fair to use appraise to assess the price of an object (as well as it's relative quality). There are several ways this can be explained.

---------------------------------------------
1. Appraise doesn't assess the absolute value of an object but rather allows you to accurately estimate "How much do I think I can get for this?"--in other words, it evaluates supply and demand for an item of quality Q.

2. D&D doesn't have mechanics for supply and demand, instead assuming that every item--particularly a magic item-- has an inherent value. The inherent value of a +2 longsword, for instance is 8315 gp. This inherent value is either determined by the cost of crafting the item or determines the cost of it (either way you want to work causality, they're directly causally linked).

Characters may get more than an items inherent value in trade but usually only get half of an item's inherent value when they sell it. DMs may, of course adjust this but the mechanics for appraise assume this kind of an economic system where every item has an a priori inherent value.
----------------------------------------------

Option number 1 makes sense if you want to explain the effects of the observations of number 2 without using fantasy economics or messing with the simplicity of the existing appraise mechanics. (Bear in mind that this makes Appraise a much more useful skill since most players will have no idea how much money they should be able to get for an item I of Q quality since that is, in an advanced economic model, effectively arbitrarily decided by the DM. (The choice isn't arbitrary but the assumed supply and demand which determine the price are so the end price is essentially arbitrary). Thus, the skill doesn't serve its purpose of letting characters avoid getting cheated unless it puts a gp value on the items appraised or references a fixed inherent value of an item (ie "this is a masterwork longsword" in a system where masterwork longswords are inherently worth 315 gp).


Left-handed Hummingbird said:
Appraise shouldn't be used to appraise the price of an object right away (that would be nonsensical since that depends on supply and demand), but it should be used to understand what an item is and the quality of the item.

When the PCs go to the market, the PCs could use their appraise skills to get a feeling of the price level of such items in that particular market at that particular time.
 

Forgery: If you have a high politics game this a great one for getting the party into trouble. Have them get approached by someone claiming to work for a local prince/duke. Have him give the players a forged set of papers giving them access to some area they really should not go (Like the King's Preserve) so they can retrieve something for him. The find a few poached deer carcasses just as the king's men arrive (or are about to arrive). The king's men assume the writ is phoney and drag them to a chancellor who confirms they are fake.

More fun way to spin this is the papers are real and the chancellor knows they were working for the prince/duke and wants whatever they were looking for for himself.

Even if the players don't take Forgery skill, it will get them in the habit of having someone else check their papers for forgeries.
 


Into the Woods

Remove ads

Top