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Using Heal to find out how someone died.
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<blockquote data-quote="Lord Pendragon" data-source="post: 2897906" data-attributes="member: 707"><p>Interestingly, my campaign showed just the opposite trend. In the opening campaign notes, I listed several skills which I suggested may become particularly useful, based on the campaign's nature. Among them were Heal and a handful of knowledge checks, including Knowledge (Anatomy). At first, the PCs didn't place many (if any) skill points into this particular skill. By third level, having come across several situations in which they wanted to know things that required a Knowledge (Anatomy) check, one of them started investing in it. Once she had skill ranks, she began to start making use of it as much as possible, which led to even more checks of that particular skill, above and beyond the frequency that had spurred her to invest in it to begin with.</p><p></p><p>At the same time, other skills which may be particularly useful in a standard game were not so useful in mine. Knowledge (Religion), for instance. Survival (it was a City-based game). Perform. etc.</p><p></p><p>I guess my point here is that creating a new skill does not screw the players, as another poster mentioned. The players are only screwed if they are (or feel that they are) required to spend skill points on <em>more skills total</em>. Shifting the "useful skills" for a particular campaign is not detrimental at all. I'd go further, and say this keeps things interesting from campaign to campaign, giving each a unique flavor and tailoring the skills to the material being dealt with.</p></blockquote><p></p>
[QUOTE="Lord Pendragon, post: 2897906, member: 707"] Interestingly, my campaign showed just the opposite trend. In the opening campaign notes, I listed several skills which I suggested may become particularly useful, based on the campaign's nature. Among them were Heal and a handful of knowledge checks, including Knowledge (Anatomy). At first, the PCs didn't place many (if any) skill points into this particular skill. By third level, having come across several situations in which they wanted to know things that required a Knowledge (Anatomy) check, one of them started investing in it. Once she had skill ranks, she began to start making use of it as much as possible, which led to even more checks of that particular skill, above and beyond the frequency that had spurred her to invest in it to begin with. At the same time, other skills which may be particularly useful in a standard game were not so useful in mine. Knowledge (Religion), for instance. Survival (it was a City-based game). Perform. etc. I guess my point here is that creating a new skill does not screw the players, as another poster mentioned. The players are only screwed if they are (or feel that they are) required to spend skill points on [i]more skills total[/i]. Shifting the "useful skills" for a particular campaign is not detrimental at all. I'd go further, and say this keeps things interesting from campaign to campaign, giving each a unique flavor and tailoring the skills to the material being dealt with. [/QUOTE]
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Using Heal to find out how someone died.
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