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1

There are no hard rules for Perception, there are so many possibilities in terms of what characters might hear, see, or smell in a given situation that they just gave a reference table. The item on the table that likely most fits with this situation is "Hear the sound of battle - DC –10" though a final ruling is up to your DM.


2

No, not required, the examples are there just to be examples of what you can buy (a question often asked at shadowrun tables). You can look at the pregen characters and say "hey, my guy should know about fixers and corp security too, i will take this". A problem that happens on 5ed is exactly the lack of examples that we had in 4ed, we had huge tables of ...


1

Roll those checks hidden from the player I always allow the player an insight check when they request it, but I ask their modifier and roll them in secret. I do not tell them what (the number) I rolled, and if it succeeded or not. I simply report them the impression the character has, the personal judgement they asked for, based on the roll. We rolled ...


0

Not sure if this should be an answer or a comment... However I have seen it suggested in either a podcast, or some article by Mike mearls, that insight checks when used freely should reveal a flaw , bond, ideal, or trait of an NPC. For example, is a trait is "addicted to skoom" the insight check might reveal fidgeting, or if there is a bond to some patron, ...


11

Do you like your rpg old or new school? You have asked a question that lies at the heart of the debate between "old-school" and "new-school" rpg. If you don't know what that is, then there are plenty of places on the net where you can have your brain bashed by intensely partisan views on both sides. I don't think its useful to go into this here. At the ...


3

Use different consequences instead of witholding information on a failure. For example, if the party is getting information from a contact in a new city... Player: "I'm not convinced he's being honest. Can I sense any kind of deception or dishonesty?" DM, pass or fail: "His gaze is evasive, you get the sense he's not telling you everything." ...


0

One approach here would be to use a group skill check, as detailed on page 175 of the Player's Handbook. Simply: each PC makes the check, and if at least half the PCs succeed, then the whole group succeeds; otherwise, the whole group fails. This can be explained thematically in that if only one PC suspects something but the rest of the group thinks ...


-2

I've been trying a similar thing, and modes just didn't cut it. So I'm in the process of devising something combining the default skill pyramid upgrades for players, but simple (mode like) creation for new characters and NPCs. The system is intended to create a generic system applicable to a lot of genres / settings. Skills are intended to be abstract, with ...


4

Skill Modes to me are a nice balancing point between Fate Core's Skill system and Fate Accelerated Edition's Approach system, so I look at them as a mix of both. How to identify Skill Modes I look at this from the Approach point of view: if you had to create Approaches for your setting, what would they be? Those will most likely be very similar to your ...


21

Skill descriptions can be found starting on page 175 of the PHB under the heading Using Each Ability.



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