Tag Info

Hot answers tagged

17

Know that Skill Challenges aren't "pass-fail" in the traditional sense One of the common mistakes about D&D 4e Skill Challenges (and arguably one perpetuated by many of the early printed materials) is that a skill challenge must be passed for the adventure to continue. Some early adventures included skill challenges and didn't even explain what happens ...


16

Unlike Diplomacy, Intimidate and Bluff both have well-defined mechanical uses outside of open-ended persuasion. For instance, Bluff can be used as part of a Feint action in combat. If player-versus-player actions are allowed in game, then those uses of the skills are allowed by RAW. That is, in my opinion, why you do not see an explicit rule against the ...


16

Short Answer: No It definitely does not count as ranks; it is a bonus. It’s effectively equivalent to the Skill Focus feat (which also provides an untyped permanent bonus). It does stack with Skill Focus, though, since they are different (and also does not count as Skill Focus for requirements, though I recommend houseruling that one). Relevant ...


15

On page 30 of the D&D 3.5 Player's Handbook, the bard starting package lists: Knowledge (any one) | Rank 4 | Ability Int (my emphasis) Knowledge ("any" or "any one") is sometimes used as a shorthand for the ability to select any of the game's Knowledge skills (listed under the skills section in the book and -- if you're playing D&D 3.5 -- ...


15

The word include indicates a subset: every element that is included appears in the including set. So the statement about the cloistered cleric’s class skills is that the given list, “Decipher Script, Speak Language, and all Knowledge skills (from the Knowledge domain, see below),” is a subset of the full set cloistered cleric class skills. ...


14

Aid Another is not broken... That perception check example you give, its supposed to work that way 100 percent. Conceivably the players could also just stand in a room and continue to roll perception checks until they get a number they like. If the situation has no inherent danger punishing a failed skill roll should have no consequences. A creature ...


13

Ability modifiers apply to all skills even if you haven't trained in them. If your dexterity modifier is +5, all your dexterity-based skills have an ability modifier of +5 - you just have a natural aptitude at these skills. Someone who's strong, for instance, is just naturally good at climbing, and gets their strength bonus to climbing checks even if ...


13

Yes, that’s a perfectly acceptable cause for intimidate. Intimidation is all about threatening someone with danger; it doesn’t matter what the source is. Every action movie that has the hero stare down that character who doesn’t believe the danger/wants to negotiate with terrorists/thinks he can go it alone, and tells that character all about the terrible ...


12

Sometimes the Rules Are Guidelines... According to the Player's Handbook, "[Y]ou can use [Knowledge skills] to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster's HD. A successful check allows you to remember a bit of useful information about that monster" (78). And there just ain't ...


12

If no restriction is listed (and I can confirm that none is), no restriction exists. It’s related to psionics because the only classes that have it in-class are psionic classes, but others can use it just fine. As you say, there’s no reason it should be restricted, and lo and behold, it’s not.


12

As the author of Ultimate Psionics, I can verify that anyone can use Autohypnosis, but only the psionic classes tend to have it as a class skill. So go ahead!


12

Exploration is generally handled in a much more free-form manner In some games, the shift from exploration or other non-combat conflicts to combat is barely noticeable. But 4e has very strict rules for its combat, that's the game's strongest point. In a way, 4e combat is its own separate game which gets initiated from time to time. When not in combat, ...


12

Skill Point Cost: Only current class’s class skills From Skills Summary Each skill point you spend on a cross-class skill gets your character ½ rank in that skill. Cross-class skills are skills not found on your character’s class skill list. From Player’s Handbook pg. 60. Skill points must be spent according to the class that the ...


10

1. How does this work against creatures with darkvision considering they can see perfectly in dim light? It works exactly the same for several reasons. Firstly the Shadowdancer isn't even ~in~ the area of dim light, they're standing in plain sight so normally anyone could see them. Secondly the shadows aren't what are hiding the shadowdancer, the shadows ...


10

And lo the book says Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics related to that ability. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed. And ...


10

Within 3.5e D&D you cannot use an inaudible performance for Bardic Music. Bardic Music specifically states (from the d20 SRD): While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, ...


9

Some thoughts here: First and foremost for a skill challenge I find that the most interesting thing to do is to determine the level of success based on the number of failures that are amassed. Example: Scene the PCs are attempting to escape from a burning building surrounded by enemies. No failures: PCs escape unharmed and avoid combat First Failure: PCs ...


9

"Have to" is a strong term and makes me hesitate a bit. I don't have the books handy, but I don't think diplomacy or even intimidate would really force an NPC to do something they really didn't want to. But would they probably do it? Yes. The action seems innocuous and the PC has just passed a relevant skill check to persuade them (in one fashion or ...


9

Miscellaneous tricks that should make a Wizard (or in most cases, anyone) move more silently: Get a Collar of Umbral Metamorphosis (Tome of Magic). Grants a move silently bonus as the least of its abilities, the others include Hide in Plain Sight. Get some Silent Moves armor for up to +15 circumstance to move silently. Use ASF lowering techniques for best ...


9

Acrobatics and Athletics are quite different. Athletics is used for things that are strength based in nature. The big ones are jumping, swimming and climbing. Acrobatics is used for things that require agility and balance (Dexterity based things). The big ones are balancing, negating falling damage and tumbling. The thing that they have in common is ...


9

Creature skills serve the same purpose as player skills do. Some of them are more applicable to combat then others. Acrobatics actually is pretty handy in combat. One of it's uses is to move through threatened squares without provoking attacks of opportunity. That can be a very handy ability. Jumping tends to be a less frequent thing, used to cross a gap or ...


9

Yes, that is exactly what it means. The important thing to remember is that the target has to have their second wind available; if they've already used it in the fight, then first aid will not allow them to use it again. The purpose of that ability is to let players use their second wind to get back even when unconscious (as long as someone else spends the ...


8

Just steal some goodstuffs from other RPGs such as Fate! Only require a roll when failure is interesting. If your thief stole a small lockbox from the local baron and took it home with him so that he has basically unlimited time to pick the lock, why bother making him roll for it every X minutes? Just say he opened the box and tell him what's inside. ...


8

It's not intended for use where actions matter. In the exact same section, the "pass someone your free invocations" rule is mentioned. This is more interesting and relies on an existing mechanic instead of creating a new one--in a proper conflict, "Teamwork" would be a fifth action option. Fate Core doesn't like needlessly creating new mechanics when the ...


8

You're right, your DM is wrong. The ability specifically says it can imitate a voice. In plain English, that means being able to imitate the voice and say anything you like using it; it doesn't mean being able to only mimic exact phrases. If the ability was supposed to only allow mimicking exact phrases, it would say so.


8

Like Craft, Knowledge, and Profession, Perform is actually a number of separate skills. You could have several Perform skills, each with its own ranks. There is no need to multiclass. If you want Perform(Dance) and Perform(Oratory) you spend skill points for each seperately like a new skill. Same class can have both. This applies to all other sub ...


8

The diversion basically breaks the rule about making stealth checks in plain sight. Furthermore, this rule violation applies a special version of Hidden that lasts until the end of your turn, unless you make an attack. Thus, this special version of Hidden is protected against making noise, moving, and being in plain sight until the end of your turn. So, ...


8

NO. The verbiage for Nature reads: Make a Nature check to teach a natural beast a simple trick (come, fetch, heel, stay, and so forth). This use of the skill is usually part of a skill challenge, which might take much longer than an encounter to complete. (RC 148) Natural Beast is a specific monster type and only monsters with both the Natural and ...


8

How to Use Skill Points The maximum number of skill points a character can put into a skill is equal to his current level +3. Each skill point buys 1 rank of a class skill or 0.5 ranks of a cross-class skill. Anyway, I suspect if the ranger has too many skill points he's not putting the maximum number of skill points in his skills. Sample Skills for a ...


8

Concentration: a must You will be required to make Concentration checks to cast spells too often to not max Concentration. By the time you get to around level 5, you will probably be casting defensively (DC 15 + spell level) more often than not, which means you want as high a modifier as you can. Handle Animal: thematic, appropriate, maybe useful, maybe ...



Only top voted, non community-wiki answers of a minimum length are eligible