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What skills are used most in your game?
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<blockquote data-quote="Sword of Spirit" data-source="post: 6818572" data-attributes="member: 6677017"><p>Having run the game regularly for most of the time since it was released, I've seen it go like this.</p><p></p><p><u>All the time</u></p><p><em>Perception</em></p><p></p><p>I'm not sure if session has gone by without at least referencing someone's passive Wisdom (Perception).</p><p></p><p><u>Frequently</u></p><p><em>Athletics</em></p><p><em>Acrobatics</em></p><p><em>Arcana</em></p><p><em>History</em></p><p><em>Religion</em></p><p><em>Insight</em></p><p><em>Investigation</em></p><p><em>Stealth</em></p><p></p><p>One or more of these generally every session.</p><p></p><p><u>Occasionally</u></p><p><em>Persuasion</em></p><p><em>Intimidation</em></p><p></p><p>They come up enough to be valuable.</p><p></p><p><u>Rarely</u></p><p><em>Nature</em></p><p><em>Survival</em></p><p><em>Deception</em></p><p></p><p>They haven't come up much, because of the nature of the adventures.</p><p></p><p><u>Never</u></p><p><em>Animal Handling</em></p><p><em>Performance</em></p><p><em>Sleight of Hand</em></p><p><em>Medicine</em></p><p></p><p>I'm not sure if I've ever actually seen these used in my group.</p><p></p><p>Now that I look at it, it kind of bugs me that we haven't seen more use out of some of those skills. I'll have to see what I can do about that.</p><p></p><p>In general, a lot of it has to do with the adventures and party composition. For instance, we haven't spent much time in urban environments (Perform), nor in distant wilderness environments (Nature, Survival), there has always been sufficient magical healing (Medicine), nobody has bothered much with pets or fancy mounted tricks (Animal Handling), and most of the PCs are on the honest side (Sleight of Hand, Deception).</p><p></p><p>On the other hand, we refer to Arcana, History, Religion (and Nature theoretically, though it just hasn't come up as often) to determine what characters know about life, the multiverse, and everything (identifying creatures, cultures, magic, etc). I also use languages spoken and tool proficiencies to determine whether they know related information and can roll with their proficiency bonus (in the case of tool proficiencies this is in direct defiance to the rules as written, because it is a superior way of doing it).</p><p></p><p>And then there are the other common ones that pretty much everyone uses regularly.</p><p></p><p>In my current campaign, I expect to more of the skills get used, since we'll have plenty of everything, including wilderness, urban, and a bard PC. Medicine is still going to take a bit of thought to make useful though, and most of the time Animal Handling and Sleight of Hand are really down to whether its something the players and their characters have any interest working with. I'd call for an Animal Handling to calm a hostile animal they came across, but otherwise they probably have to choose to deal with animals.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6818572, member: 6677017"] Having run the game regularly for most of the time since it was released, I've seen it go like this. [U]All the time[/U] [I]Perception[/I] I'm not sure if session has gone by without at least referencing someone's passive Wisdom (Perception). [U]Frequently[/U] [I]Athletics Acrobatics Arcana History Religion Insight Investigation Stealth[/I] One or more of these generally every session. [U]Occasionally[/U] [I]Persuasion Intimidation[/I] They come up enough to be valuable. [U]Rarely[/U] [I]Nature Survival Deception[/I] They haven't come up much, because of the nature of the adventures. [U]Never[/U] [I]Animal Handling Performance Sleight of Hand Medicine[/I] I'm not sure if I've ever actually seen these used in my group. Now that I look at it, it kind of bugs me that we haven't seen more use out of some of those skills. I'll have to see what I can do about that. In general, a lot of it has to do with the adventures and party composition. For instance, we haven't spent much time in urban environments (Perform), nor in distant wilderness environments (Nature, Survival), there has always been sufficient magical healing (Medicine), nobody has bothered much with pets or fancy mounted tricks (Animal Handling), and most of the PCs are on the honest side (Sleight of Hand, Deception). On the other hand, we refer to Arcana, History, Religion (and Nature theoretically, though it just hasn't come up as often) to determine what characters know about life, the multiverse, and everything (identifying creatures, cultures, magic, etc). I also use languages spoken and tool proficiencies to determine whether they know related information and can roll with their proficiency bonus (in the case of tool proficiencies this is in direct defiance to the rules as written, because it is a superior way of doing it). And then there are the other common ones that pretty much everyone uses regularly. In my current campaign, I expect to more of the skills get used, since we'll have plenty of everything, including wilderness, urban, and a bard PC. Medicine is still going to take a bit of thought to make useful though, and most of the time Animal Handling and Sleight of Hand are really down to whether its something the players and their characters have any interest working with. I'd call for an Animal Handling to calm a hostile animal they came across, but otherwise they probably have to choose to deal with animals. [/QUOTE]
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