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4

The active usage of the Perception skill, like the rest of the overall of the Hidden-related skills, was changed to only be a minor action in Players Handbook 2 (pg. 223). This is repeated in the Rules Compendium, page 150.


6

Aid Another has actually been errata'ed to be more risky. From the Compendium: In some situations, creatures can work together to use a skill or an ability. A creature can help another make a skill check or an ability check by taking the aid another action. Given a choice, a group of adventurers should have the character who has the highest ...


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 ...


5

This is substantially correct as a summary of the numbers-based rules, yes. The inference that Bluff is a vital skill isn't correct though. The Hide skill is used to avoid detection in the first place. It is possible, but very hard, to hide after you've been detected... but the game acknowledges that someone very clever and skilled could pull off a ...


2

Your explanation appears to cover the mechanics correctly. There are of course exceptions to what is needed in order to hide granted by abilities like a Rangers ability to hide in natural terrain and a Shadowdancers ability to hide in plain sight, but other than that, it seems correct.


6

Probably the best place to start is to check the handbook (something that I forget to do all the time). The DnD 4e Player's Handbook actually gives a decent description and several examples of the common actions of each skill. But abstractly, you can't really set aside the ability scores that the skills are based on. What the skill is and how it's ...


7

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 ...


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 ...


5

Escaping is an Acrobatics check. Set the DC according to the difficulty of escaping from the bonds (set the difficulty as easy/hard/medium and give it a level, then go the the DC table and see what it should be). Depending on how you've tied up your PCs, athletics may also be appropriate (see Escape section linked and quoted below). Generally though ...


5

The Wall Run perk changes only one part of the normal rules; this part: Objects that are 10 feet or less in height can be climbed as an instant action. Without Wall Run, you can climb an obstacle 10 feet or less as an instant action, and any other obstacle takes time. With Wall Run, you can climb an obstacle that is 10 feet plus five feet per dot of ...


4

Action Movie Scale A useful thing to consider is what kind of game you want to run. What are the expectations for the action in the game? Is it brutal, slog through the mud, slip on your knees and beat someone to death with a shield? Or is it swashbuckling with running along bannisters and swinging on chandeliers? Figure out what's a reasonable ...


3

Historically a popular method of dealing "skill checks" has been an attribute roll. Methods include The use of an attribute as a percentage. For example an intelligence of 15 means a 15% chance of success Multiplying the attribute by a factor (typically 5). For example example an intelligence of 15 means a 75% chance of success Rolling a d20 equal to or ...


5

I touched on this in your broader question, in that basically much of it comes down to two options: If the action isn't something critical to the storyline or something entertainingly done (e.g. your example of trying to avoid fall damage) you would simply decide for yourself what the chances are of accomplishing the task, and roll (or have the player ...


3

For what you've described, the "Ancient and Dead Languages" specialty for Academics should do just fine. If you have access to The God-Machine Chronicle update for World of Darkness (the rules update is free), you might also ask to take the "Multilingual" merit (p.163) which allows you to take 2 languages at a lesser level for a single merit dot—and it can ...


0

It certainly does count as the same, it explicitly states that with the talent you substitute Use the force for said skill. There are sveeral talents like this and they allow you to act as if you are trained in the skill Use the force is substituting. You can even ignore situations where you encounter force immune enemies by considering that the force has ...



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