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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Which skills do players roll?
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<blockquote data-quote="Herremann the Wise" data-source="post: 2703649" data-attributes="member: 11300"><p>Generally Speaking, this is what I do:</p><p></p><p>Appraise: DM</p><p>Balance: Player</p><p>Bluff: DM</p><p>Climb: Player</p><p>Concentration: Player</p><p>Craft: Player</p><p>Decipher Script: DM</p><p>Diplomacy: DM</p><p>Disable Device: DM</p><p>Disguise: DM</p><p>Escape Artist: Player</p><p>Forgery: DM</p><p>Gather Information: DM</p><p>Handle Animal: Player</p><p>Heal: Player</p><p>Hide: DM</p><p>Intimidate: DM</p><p>Jump: Player</p><p>Knowledge: DM (I also pre-roll these and have the information on small slips to be handed out when appropriate. Speeds the game up dramatically).</p><p>Listen: Player</p><p>Move Silently: DM</p><p>Open Lock: Player</p><p>Perform: DM</p><p>Profession: Player</p><p>Ride: Player</p><p>Search: DM (For important instances, I'll pre-roll these and have information printed out, similar to knowledge checks. Particularly with traps.)</p><p>Sense Motive: DM</p><p>Sleight of Hand: Player</p><p>Spellcraft: DM</p><p>Spot: Player</p><p>Survival: DM</p><p>Swim: Player</p><p>Tumble: Player</p><p>Use magic Device: Player</p><p>Use Rope: DM</p><p></p><p>As DM, I make the majority of the checks, pre-rolling some of the ones that provide longer or more detailed information. I feel that the take 10 rules compensate the players somewhat in this regard. If they have the time, they will know what their take 10 check will be anyway.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p><p></p><p>PS: I only quickly wrote the above from memory so I may have goofed once or twice. I'm pretty sure that's it though.</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 2703649, member: 11300"] Generally Speaking, this is what I do: Appraise: DM Balance: Player Bluff: DM Climb: Player Concentration: Player Craft: Player Decipher Script: DM Diplomacy: DM Disable Device: DM Disguise: DM Escape Artist: Player Forgery: DM Gather Information: DM Handle Animal: Player Heal: Player Hide: DM Intimidate: DM Jump: Player Knowledge: DM (I also pre-roll these and have the information on small slips to be handed out when appropriate. Speeds the game up dramatically). Listen: Player Move Silently: DM Open Lock: Player Perform: DM Profession: Player Ride: Player Search: DM (For important instances, I'll pre-roll these and have information printed out, similar to knowledge checks. Particularly with traps.) Sense Motive: DM Sleight of Hand: Player Spellcraft: DM Spot: Player Survival: DM Swim: Player Tumble: Player Use magic Device: Player Use Rope: DM As DM, I make the majority of the checks, pre-rolling some of the ones that provide longer or more detailed information. I feel that the take 10 rules compensate the players somewhat in this regard. If they have the time, they will know what their take 10 check will be anyway. Best Regards Herremann the Wise PS: I only quickly wrote the above from memory so I may have goofed once or twice. I'm pretty sure that's it though. [/QUOTE]
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Which skills do players roll?
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