Hot answers tagged skills
16
Creatures' skills are listed at the bottom of their info sheet/card.
Creature sheets have ability modifier + half level, which is what you should be using, already calculated at the bottom of the sheet.
For example, a level 14 lich necromancer has the following ability stats at the bottom of his/her monster sheet:
Skills: Arcana +18, History +18, Insight ...
11
There is no “Healing Kit +1”
There is the “Healer’s Kit” which gives a flat +2 circumstance bonus on Heal checks. You can’t get it in +1 format that I know of.
Heal Skill: Long-term Care
In any event, the Heal skill in 3.5 doesn’t really heal HP anyway. There is “long-term care” which doubles the ...
8
Technically yes, in practice usually no
From the RC, p127:
Taking 10: When creatures are not in a rush or not involved in an encounter or a skill challenge, they can choose to take 10 on a skill check. ...
Nothing in that list forbids you from taking 10 when you aid another. It does, however, ban taking 10 in most of the situations in which you would ...
8
Yes, for skills, it’s an automatic success, even on a Nat-1
You succeed on a skill check every time your roll plus your bonus meets or exceeds the DC. If your bonus is as large or larger than the DC, then there is no possible roll that results in you failing to meet the DC, and thus you automatically succeed.
The auto-failure on a natural-1 rule does ...
5
Mouse Guard has a really simple and effective system for use-based skill improvement. Every skill (ranks ranging from 2 to 6) has space besides it for marking passes and fails in that skill. (For an extended conflict, like an important fight or discussion, you mark every skill used only once.) When you have accumulated skill rank passes and skill rank – 1 ...
5
Per the text of the talent itself, it is considered training in Stealth, and Stealth rerolls apply to it. Per the FAQ, skill substitutions of this sort count as valid prerequisites for prestige classes (for example, Force Persuasion gets you into Crime Lord). Given this, I would have a hard time denying you concealment or equipment bonuses. For all intents ...
5
The only use of the Heal skill during combat is to stabilise a dying character, by applying First Aid. There is no use of Heal that will restore hit points at speeds that can be used during combat.
A standard Healer's Kit gives a +2 circumstance bonus to this stabilisation roll, nothing more – it doesn't, for example, let you restore hit points during ...
4
You get both.
the convention is that you get everything from the super-domain except for the features the sub-domain explicitly says get replaced.
I couldn't find any great sources to cite. This is the closest I could find:
Each subdomain replaces a granted power and a number of spells in the
domain’s granted spell list.
...
4
I'm also curious in how these systems prevent grinding. What's to prevent the characters from rolling climb rope 20 times a day until they get the skill where they want? In Mouse Guard (and possibly Burning Wheel) the actual skill checks are a finite resource and you only get so many per day. How else can the game reward skill use without becoming a boot ...
3
I would go for the skill option from what you described. As it seems, it is one of the core skills in RT and there's no reason why it shouldn't be so in your Fate Core game.
Only that you have to clarify the four actions for the new skill
Overcome: Used mostly for removing negative aspects on crewmembers, also for accomplishing big things with the help of ...
3
Call of Cthulhu is the one I've played that does this best. You get a chance to improve any skill that you crit on during a story. Some groups have played that as crit success or failure, some as only crit success. The catch is that you have a chance to improve, it's not automatic, so "grinding" will only get you so far (the chance decreases as the skill ...
3
The Basic Roleplaying System used in most of Chaosium's games is the one that immediately springs to mind. It has systems for developing skills through use and through training and practice. It may not be perfect for you as the experience development is a bit speedy for some people's tastes but it's certainly worth looking at given how long it's been ...
3
Note: I'm going to just talk about perception here. Insight works exactly the same way, except that NPCs will roll bluff to try to trick the PCs, rather than stealth to sneak up on / past them.
To calculate a player's passive perception, first calculate their perception modifier: half their level (rounded down) plus their wisdom modifier plus 5 (if they're ...
2
A fair balance between having the player earn the merit through experience (paying) and having the player earn the merit through play would be to have the play's experience count towards the merit itself. The player in question forfeits the experience he would've gained for the hunt and kill of the werewolf, instead converting it into the merit itself ...
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