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When is it OK to let a player substitute one skill for another?
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<blockquote data-quote="Blue" data-source="post: 8178124" data-attributes="member: 20564"><p>Generally when I run, I try to fit the fiction. If you are threatening someone to change their mind, it's going to be intimidation, not persuasion.</p><p></p><p>With one veteran group I play with, they are the ones coming to me. And if they convince me that their attempt to calm the beast is CHR (Survival), I go with it.</p><p></p><p>With other groups I need to be more guided. I often will give choice of multiple skills. Such as last night the ranger was scouting several minutes ahead and hiding, so was leaving signs for the group to follow. No roll for that. But then they needed to catch up in a hurry, so I gave the character that was racing ahead either a WIS (perception) or WIS (survival) roll, whichever was better. Because you could notice the marks or track and get there.</p><p></p><p>Sometimes players want to change the skill but doing so requires a change to the action. I explain the consequences of that (maybe different DC, maybe something else) and let them make an informed decision. For example recently I got asked about acrobatics to jump down a distance instead of climbing it. I told them that as an <em>intentional</em> jump down I'd reduce the fall distance by their acrobatic roll, but unless they got it to zero they'd end up prone even if they took no damage. Two of the PCs ended up doing that. The rogue with expertise got down perfectly safely, the sorceress ended prone but without damage. And the rogue now felt pretty heroic, which is always a win for the DM to make the players feel.</p></blockquote><p></p>
[QUOTE="Blue, post: 8178124, member: 20564"] Generally when I run, I try to fit the fiction. If you are threatening someone to change their mind, it's going to be intimidation, not persuasion. With one veteran group I play with, they are the ones coming to me. And if they convince me that their attempt to calm the beast is CHR (Survival), I go with it. With other groups I need to be more guided. I often will give choice of multiple skills. Such as last night the ranger was scouting several minutes ahead and hiding, so was leaving signs for the group to follow. No roll for that. But then they needed to catch up in a hurry, so I gave the character that was racing ahead either a WIS (perception) or WIS (survival) roll, whichever was better. Because you could notice the marks or track and get there. Sometimes players want to change the skill but doing so requires a change to the action. I explain the consequences of that (maybe different DC, maybe something else) and let them make an informed decision. For example recently I got asked about acrobatics to jump down a distance instead of climbing it. I told them that as an [I]intentional[/I] jump down I'd reduce the fall distance by their acrobatic roll, but unless they got it to zero they'd end up prone even if they took no damage. Two of the PCs ended up doing that. The rogue with expertise got down perfectly safely, the sorceress ended prone but without damage. And the rogue now felt pretty heroic, which is always a win for the DM to make the players feel. [/QUOTE]
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When is it OK to let a player substitute one skill for another?
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