What skills are good for all PCs to have?

Gnimish88

First Post
Recent experience has got me to thinking about what skills are important for the success of a party. Some skills can be covered solely by a specialist, such as a ranger, bard or rogue, but others are fairly important the everyone have some skill in. Certainly Spot and Listen are ones that everyone in the party should have a few ranks in if they can manage it, Climb and Swim are a good idea in any campaign featuring time in the wilderness, and lately I have been thinking that Diplomacy wouldn't be a bad idea to add to the list. What are people's thoughts? Are there any skills you think every PC in a party can have, and why?
 

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Diplomacy is a good one. Also Gather information is highly useful in my games. At least one rank in Knowledge Arcana and tumble so you can at least try to make a roll. Chances are you'll want to know something about a magical effect or need to move out of some threatened squares and without at least a rank you can't make a roll.

Later
 


Spot, Listen, Search: In my opinion, the 3 most used skills in the game, although I think the spell, Detect Secret Doors (?) can cover many of the aspects for search.

I believe that these are the 3 most important skills to have ranks in for the "typical" DND campaign. (my definition of typical is a bit hack-and-slash and a bit roleplay)

I think all other skill choices depend on what type of campaign you are playing and the playing style of you and your DM.
 

I would add bluff and sense motive to the list. Not everyone can afford to have them if they're cross class, but if you tend to interact with a lot of influential NPCs, sense motive can be precious.
 

At least one character in the party, possibly two, must max out Spot and Listen. One character should have decent social skills - Diplomacy, Gather Information, Bluff and Sense Motive. All spellcasters should have some ranks of Spellcraft, and one of them should have it maxed out. If at all possible, someone should have a high Heal skill; it allows you to recover more HP while resting, allowing the cleric to use less spells, and it is very useful against poisonous creatures, to escape the poison's secondary effects. At least a +5 (so that you can do most things by taking 10) is recommended. Finally, someone should have a halfway-decent Search skill.
 



Spot and Listen, Spot and Listen, Spot and Listen. (Did I mention Spot and Listen?)

Runners-up include Search, Sense Motive, and a Knowledge skill.
 

I'm surprised at the answers. Most of the skills listed can be covered if one or two people in the group are strong with it. Certainly things like bluff or sense motive are not needed for the entire group. I think it's not a bad idea for folks to have Spot or Listen, but it's not a class skill for a lot of people and therefore prohibitively expensive. Knowledge skills? Definitely not something everyone in the group needs.

But I'm surprised at what hasn't been mentioned: Move Silently. The party can't sneak up on anything unless everyone is quiet. It is truly a case where the options are limited by the least stealthy person. So my first pick would have to be Move Silently, and Hide probably right behind it as number two.

Ride, and (for most ignored) Swim are also two more - not something anyone can help you with easily. Magic can replace riding, but not as easily for swimming.
 

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