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<blockquote data-quote="Shallown" data-source="post: 537346" data-attributes="member: 1368"><p>In another thread <a href="http://enworld.cyberstreet.com/showthread.php?threadid=34154" target="_blank">House rules for skills</a> </p><p>The difference in skills,as far as power and use goes, is being discussed. I wanted to go through some of the skills listed as weak and throw out how I use them and get others opinions on how to improve the viability of these skills. </p><p></p><p>Intuit Direction - I only have two uses of this skill that are fairly common. I use the skill in towns/cities as well as outdoors. Need to get across town quickly this skill points the way. I also asign a DC 10 when blinded to go the direction you want to. When someone is suddenly blinded or wondering in the dark this sense becomes vital. It applies to both sides of an encounter. The person/creature indicates desired direction and rolls intuit direction check. if successful head that way if not use grenade like chart and head off somewhere else. People can use listen checks to aid in this if enough specific sounds are available. this may reduce the wonder factor (as we have come to call it) to a 1d4 or so to determine exact direction.</p><p></p><p>Diplomacy - a lot of people commented this skill is seldom used as they roll play the encounters often. I tend to use it for all encounters not important enough to role play. Need t9o talk to a high official. Diplomacy roll indicates how high you go up the buerocratic ladder before spending time to role-play. Also used for general day to day rolls. This is the way I use charisma as well. </p><p>Just as an aside - I remember everyone's charisma even when they forget, sometimes the smoothest talker has bad charisma score and can't figure out why they get treated badly and everyone takes what they say the wrong way until I remind them of the actual score. Makes charisma not a dump stat in my games.</p><p></p><p>Innuendo - Suprisingly enough my players often want to communicate with each other without indicating what it is they are talking about. They even use it in combat to suggest a plan without outright telling the enemy what they want to do. Of course they have low skills in it but it is often funny to see them try.</p><p></p><p>Heal - Used a lot at low levels not so much after say 5th or so. I use it for anything that is a medical question. I often have diseases or ailments that are not worth the use of a spell but need treatment before they get worse. My players have found letting things go just cuase they have magic tends to upset the God's who expect a little more slef reliance from characters. </p><p></p><p>Read lips, pickpocket, and a few others are only useful (Compared to other skills) when in city based games. I tend to operate a game in all terrains just so most skills get used.</p><p></p><p>Anyone eles got unique or different uses for weaker/less used skills?</p></blockquote><p></p>
[QUOTE="Shallown, post: 537346, member: 1368"] In another thread [URL=http://enworld.cyberstreet.com/showthread.php?threadid=34154]House rules for skills[/URL] The difference in skills,as far as power and use goes, is being discussed. I wanted to go through some of the skills listed as weak and throw out how I use them and get others opinions on how to improve the viability of these skills. Intuit Direction - I only have two uses of this skill that are fairly common. I use the skill in towns/cities as well as outdoors. Need to get across town quickly this skill points the way. I also asign a DC 10 when blinded to go the direction you want to. When someone is suddenly blinded or wondering in the dark this sense becomes vital. It applies to both sides of an encounter. The person/creature indicates desired direction and rolls intuit direction check. if successful head that way if not use grenade like chart and head off somewhere else. People can use listen checks to aid in this if enough specific sounds are available. this may reduce the wonder factor (as we have come to call it) to a 1d4 or so to determine exact direction. Diplomacy - a lot of people commented this skill is seldom used as they roll play the encounters often. I tend to use it for all encounters not important enough to role play. Need t9o talk to a high official. Diplomacy roll indicates how high you go up the buerocratic ladder before spending time to role-play. Also used for general day to day rolls. This is the way I use charisma as well. Just as an aside - I remember everyone's charisma even when they forget, sometimes the smoothest talker has bad charisma score and can't figure out why they get treated badly and everyone takes what they say the wrong way until I remind them of the actual score. Makes charisma not a dump stat in my games. Innuendo - Suprisingly enough my players often want to communicate with each other without indicating what it is they are talking about. They even use it in combat to suggest a plan without outright telling the enemy what they want to do. Of course they have low skills in it but it is often funny to see them try. Heal - Used a lot at low levels not so much after say 5th or so. I use it for anything that is a medical question. I often have diseases or ailments that are not worth the use of a spell but need treatment before they get worse. My players have found letting things go just cuase they have magic tends to upset the God's who expect a little more slef reliance from characters. Read lips, pickpocket, and a few others are only useful (Compared to other skills) when in city based games. I tend to operate a game in all terrains just so most skills get used. Anyone eles got unique or different uses for weaker/less used skills? [/QUOTE]
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