Which of these Skills do you use the least ?

Vote for 3 Skills least used by your group:

  • Balance

    Votes: 29 14.1%
  • Craft (any)

    Votes: 46 22.3%
  • Decipher Script

    Votes: 45 21.8%
  • Disguise

    Votes: 22 10.7%
  • Innuendo

    Votes: 113 54.9%
  • Jump

    Votes: 8 3.9%
  • Profession (any)

    Votes: 70 34.0%
  • Read Lips

    Votes: 100 48.5%
  • Use Magic Device

    Votes: 31 15.0%
  • Use Rope

    Votes: 41 19.9%

Innuendo doesn't get used a whole lot in our games, but it could.

As GM, I call for a lot of balance checks, and the characters capture enough prisoners with escape artist that I always call for a use rope check.
 

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Our least used is Alchemy

Maybe the groups I've played in are strange, but we never use the alchemy skill in any of them (4 different ones so far). This may be a function of the DM or the environment. Instead of using it to ID potions, we tend to get those identified by NPC's, or in many cases, it's obvious what they are (same color, odor, and so forth as previously found ones). This saves the party having to lug around a chemistry set (alchemist's toolkit). And with potions and other chemical stuff (alchemists fire, thunderstones, etc) so relatively cheap, nobody bothers trying to create them either.

I've played in a campaign with 2 rogues, and innuendo was seldom used their either. I've yet to see profession used, though often an appropriate one could have helped (boating especially). And finally, read lips just never seems to get used. With listen checks in the 30+ zone, it seems that there's seldom anything that isn't heard that needs to be.
 


We've actually got a character that has cranked
out a few Alchemist's Fires with Alchemy...

We haven't used Disguise, Descipher Script,
or Read Lips yet, but only recently has someone
wanted to play a character-type where they would
be relevent. Hopefully I can get them in a
situation where they will be useful.
 


Rashak Mani said:
We use Alchemy only for IDing Potions and its pretty commonly used... to each his own... your probably playing in a higher level campaign.

None of the campaigns is very high level. All are in the 4th thru 7th range. We've been able to get potions id'ed at alchemists shops for rather cheap, and haven't felt obligated to buy or make any beyond what we've found. Healing potions have been getting found or even given to the party on a regular basis by employers or other contacts which has helped offset the lack of a cleric in some of the campaigns. As for the stuff like alchemist fire and such we haven't really got into their use much. Anything that deals less damage than a normal attack (melee or ranged) or a spell is pretty much avoided so far.

I can certainly see where having our own party member using the skill may have been useful, but in general, the outcome of anything so far would not have been changed. And by now, I suspect the alchemist kit would have been broken at least once or twice, so it probably would have wound up costing more than the few gold paid to the alchemist shops for ID's.
 

Reading lips is all but useless on online games, but I find we have never used Innuendo. PCs are too worried about other skills, I especially love bluff.
 

Why would reading lips be useless online? I've never played an RPG online, but I imagine any situation that a live GM can describe that would require a check, would be described the same way online and thus happen the same way in the players head, making the check the same. Clearly I'm missing something ...

~NegZ
 

I agree with the rant about Jump.
In fact, ALL the magic modifiers to skills are absurd, and severely devalue the importance of the PC's that spent their skill points on this skill that the mage can be better at with a 1st level spell than they ever could be!

Possible fix: make the benefit from the skill-enhancing speels dependant on what skills the PC already has.

For example, instead of a +10 benefit across the board, you must be proficient with the skill (>= 5 ranks) to get that bonus.
If you don't meet that requirement, it's only a +5 benefit.

+30 turns to +15.
 

Yeah, the magic modifiers on skill checks are a little insane.

Jump is just one... Wieldskill is probably the worst of them all!

From the list of skills, we use...

Balance - rarely
Craft (any) - sometimes, more at lower levels
Decipher Script - rarely
Disguise - rarely, but that's probably because noone has it
Innuendo - never used it so far, but can see it being useful
Jump - quite a bit
Profession (any) - rarely
Read Lips - rarely, very situational, but can be very good
Use Magic Device - quite a bit
Use Rope - rarely, we usually tie ropes without skill checks

Bye
Thanee
 

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