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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

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 ...


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

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 ...


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 ...


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 ...


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

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

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

Survival covers navigating and determining heading. In most cases, celestial navigating would be used for such tasks (though Survival does not actually assume or require that this be your method). Knowledge of the movements of the heavens would probably be covered by Knowledge (geography) or Knowledge (the planes), depending on the cosmology of your ...


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 ...


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 ...


8

Approaches modifying skills You could leverage the mechanism of skills modifying other skills but, in this particular case, approaches modifying skills. Each character would have their set of skills plus the basic six approaches. Whenever a skill is used the one who uses it has also to select one of their approaches which modifies their roll. When Sneakily ...


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

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

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

The actions enabled by the two skills illustrate their differences: Athletics Climbing Holding on (while climbing) when taking damage Preventing a fall (while climbing) Escape a grab (vs. Fortitude) Jumping Swimming Improvised actions: Hang onto a wagon while being dragged behind it Force your way through an earthen tunnel that is too small for you ...


7

Ask your players. This is a strategy I adopted to great success when implementing 4e skill challenges: I might give them a set of obvious skils, but I'd also make it clear that any skill they could justify and the group considered legit would be made available. This is an at-the-table affair (not a help-me-prepare thing), and can take two expressions in the ...


7

Navigating your way successfully is covered by the Survival skill: DC 15: Keep from getting lost [...] You could easily argue (as a player) or rule (as GM) that Knowledge (Astronomy) could give you a +2 Synergy bonus on checks to avoid getting lost, just like Knowledge (Geography) does. From a simulation point of view this makes sense – it ...


7

While it does not seem like much at first it opens up a bevy of options previously unavailable at level 6. For example, the Cloak Dance Feat from Expanded Psionics Handbook requires 10 Ranks in Hide; the Deft Strike feat from Complete Adventurer requires 10 ranks in Spot; the Graft Flesh feats from Libris Mortis requires 10 ranks in heal. While 11 ranks ...



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