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"5th Edition Skills vs Old School Skills"

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Blogger Unknown said...

Intimidate is wierd, mostly because it's solely based on charisma and ignores stuff like strength, size, HD or whatever without rulings – so basically you can be what would be fucking scary in a normal context but for some reason being unpersonable on top of that makes you actually worse at intimidation.

That being said, one can be intimidating due to charisma-based performance, and intimidation is definitely something that can be a skill. Not sure if it _needs_ to be, but I can see the logic.

I guess the problem is being overtly focused on charisma, which leads to situations that don't make sense. The unlikeable MC guy or bar bouncer built like a brick shithouse shouldn't be _required_ to pick up a proficiency in it.

January 2, 2017 at 12:53 PM

Blogger phillcalle said...

My case for Intimidation is this: Intimidation is getting people to do what you want based on their fear of you. It is a skill because if you go too far, they faint, tell you what they think you want instead of the truth, decide that since they'll die anyway, screw you, etc...Or like the Human Torch, you could simply not be convincing. Daredevil is OK at it, but Kingpin is a master. He's basically trained people to do his bidding based on their fear of him.

January 2, 2017 at 12:57 PM

Blogger Zak Sabbath said...

seems situational though,
a lot of times fainting isn't going to make sense or telling you what you want to hear instead of the truth wouldn't make sense.
-
The most common Intimidate use I see in-game is you tell somebody whose friends you just killed to give up and stop fighting.

January 2, 2017 at 1:00 PM

Blogger Unknown said...

Of course, one can always decide that the default attribute links for skills can fuck off and use whatever they want situationally. (Like roll athletics with con to climb that mountainside, persuade with int/wis to write a convincing letter, or something.)

January 2, 2017 at 1:06 PM

Blogger Zak Sabbath said...

true, my main concern is that players not waste time and processing power with skills on the sheet that aren't necessary

January 2, 2017 at 1:07 PM

Blogger Unknown said...

I sort of removed skills from our D20 games a while back (a little more than a year ago?). At first I thought it'd be a bad idea for things like Persuade/Bluff/Intimidate, but it's worked out so far and we are not missing them.

So things like jump/climb are flat yes/no functions (most people can jump about the same distance anyway, but you can also get a trait that makes you better at it if you insist) and social skills play out situationally.

January 2, 2017 at 3:49 PM

Blogger Zak Sabbath said...

so there are no challenges where climbing or jumping come in?

Like enemies dont' chase you through weird terrain?

January 2, 2017 at 5:55 PM

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January 2, 2017 at 9:22 PM

Blogger Zak Sabbath said...

it's the same idea as a morale check but i like involving the players' ability to intimidate

January 2, 2017 at 9:41 PM

Blogger Malcadon said...

To be fair, a lot of the issues Grognards have with modern skill rules came from burnout with the messy v3.x skill rules (point allocation, class/cross-class, synergy bonus, WTF!) and the bulky 2e AD&D NWP rules before that. I number of Grognards I know, including myself, really like the simplicity of the new skill system used in 5e.

As for Intimidate, I think people get it wrong, much like how people used to get Charisma wrong — seeing it more as beauty and being soft-spoken, (to where female NPCs usually get more of it) instead of being the force of one's personality and personal magnetism. To me, the MGP Conan D20 game handled intimidation rules the best, as they did not treat it as "I'm bigger and uglier than you, bitch!" but more on a near-supernatural level with cold, murderous eyes that drains opponents of their fighting-spirit and being surrounded by a dreadful aura of death and destruction. The rules, guided by REH's awesome yearns, have it so that even dainty little women in scant outfits can scare the piss out the biggest men (read Red Nails to see that played out). So yeah, Charisma alone (supported by other factors) could determine one's level of intimidation.

January 2, 2017 at 11:13 PM

Blogger John said...

I like having everything based off just the six ability scores more than having a comprehensive skill system because it means players can give themselves special skills in a piecemeal, irregular way. Like, if a player wrote on their sheet at the start of play that their character had a background in blacksmithing or snark hunting or something, they could make an ability check to forge weapons or identify bandersnatch spoor or whatever, in situations where a "regular" character would have no clue.

January 3, 2017 at 7:51 AM

Blogger Adamantyr said...

5E definitely has better compatibility with old-school gaming styles than any prior edition. I like how they combined the skills and eliminated the unnecessary ones. On your other points...

Investigation - My own use of it is as a "search" skill, if the player wants to thoroughly look over something, be it a dungeon chamber or a book, for something specific/useful/valuable. The difference between this and perception is that perception is in "real time" and immediate, like spotting the trip wire. Another aspect of it is if how smart you are (intelligence) or how aware you are (wisdom) factors in to seeing something.

Intimidate - How this becomes a charisma-based skill is in how a character can intimidate someone that he WOULD do something violent and awful to them, and yet he's actually Lawful Good and would never actually DO so. For example, Batman started failing his intimidate checks with criminals in The Dark Knight when they knew he had "rules" and he wouldn't actually kill anyone. And other factors that can weigh in on the intimidate attempt really depend on the target. A bureaucratic clerk, for example, may not be impressed with a big bravo type trying to be tough, but perhaps he's completely intimidated by women...

January 3, 2017 at 8:43 AM

Blogger Zak Sabbath said...

2nd Paragraph: how does that interact with just describing what you're doing "I look under the desk" etc.

3rd Paragraph is addressed in the OP--why is that not just Deception or Charisma?

January 3, 2017 at 2:23 PM

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January 3, 2017 at 3:50 PM

Blogger Adamantyr said...

If a player is involved and creative enough to say "I look under the desk" instead of "I search around", and there WAS something there, I'd reward their involvement by giving an automatic success. (Having them roll anyway of course to maintain the illusion of chance.) Another example is spotting a secret door; I'd do a passive Wisdom/Perception check on first entering a room secretly for each player, but if they explicitly say "I'm searching for secret doors" that's where an active Intelligence/Investigate check comes in. And a success on either doesn't mean they FOUND the door, maybe it just leads to "You found an odd colored brick in the wall" which then they have to further interact with to discover the actual door and how it opens.

I'd say Intimidate is a specialized form of Deception... The difference with Intimidate is 1) violence is ALWAYS implied, 2) whether the player is lying or telling the truth is immaterial, and 3) the target is probably going to be angry no matter the outcome. I'd also say that a failed Deception has less consequences than Intimidate, which could lead to a roll for initiative. To compensate for the fact that makes Deception more attractive an option, I'd have much higher DC's to deceive than intimidate.

January 3, 2017 at 3:50 PM

Blogger Zak Sabbath said...

1st P:
But then you're not incentivizing careful searches (bc the skill substitutes for it). Just rewarding it when it comes up while offering a dice-based substitute for thinking.

Second P:
ok

January 3, 2017 at 3:52 PM

Blogger Josh Burnett said...

My 5th Edition players use Medicine fairly often to determine the cause of death of various mysterious corpses or how long something's been dead. It also came in handy once or twice for identifying doppelgangers. I suppose that all could have fallen under Investigation, but Medicine seems more appropriate for such forensics.

January 3, 2017 at 5:28 PM

Blogger Zak Sabbath said...

+1 point for medicine, -1 point for investigation

January 3, 2017 at 5:30 PM

Blogger s7610ra said...

I use and view Investigate skills as essentially 'CSI Fantasy', and essentially it can reveal 'extra' clues. As a GM I find some players (and I am one) are just not that into puzzle/murder-mystery solving when I could be ham acting or twatting monsters .. If you hate it, delete it, it's your table..

January 4, 2017 at 5:48 AM

Blogger Zak Sabbath said...

In theory: yes.

In practice, deleting any skill (or spell, or weapon etc) means you gotta go through the backgrounds and classes and cross them out before you hand the book to the players for character gen. So it's doable but not instantly

January 4, 2017 at 5:50 AM

Blogger Adamantyr said...

Yes, Investigate as a skill is a direct conflict with old-school gaming's design of "If you don't think and ask questions, too bad. You can't just roll a die."

You could restrict its use to only active searching for information in a large data store, such as a library. (Essentially making it a "Research" skill.) That would let you keep it on the sheets but you could forewarn your players ahead of time that it's use is very limited.

It could also be used in a similar way to how the Common Sense advantage was presented in GURPS. It allowed an impulsive player to play a thoughtful character. In a similar fashion, you could use Investigate when you have a player who wants to play a Sherlock character but honestly doesn't have the (real life) skills to do so. It still is a crutch though.

January 4, 2017 at 8:07 AM

Blogger Jonathan Linneman said...

Trying to reason through the details of persuading vs. deceiving vs. intimidating is an interesting exercise. I'm starting to think that they should all be one skill, since those who are most effective at influencing the opinions of others can probably move seemlessly among them in practice.

I do think it's worth keeping at least some general form of persuasion separate from (or on top of) CHA, since inspiring others still feels like a different expression of CHA to me...but maybe I'm just being arbitrary in where I separate my abstractions.

FWIW, this discussion reminds me how Bargain always seemed a little odd as a skill in D6 Star Wars. (If I fail at the Bargain, can I then Persuade someone to take the deal? They seem awfully similar...)

January 4, 2017 at 12:10 PM

Blogger Zak Sabbath said...

well the seducer and the bouncer are certainly charismatic in different ways

January 4, 2017 at 1:58 PM

Blogger Zak Sabbath said...

Yeah I don't like that Common Sense thing. The Cthulhu-style "research" skill has some merit i think

January 4, 2017 at 1:59 PM

Blogger Jonathan Linneman said...

I definitely agree that there are different modes of persuasion, I'm just wondering if they're worth differentiating in the rules. Just like a high CHA might be attributed to beauty, a pleasing voice, an undefinable "it" factor, or any of a million other things, maybe persuasion can be a general ability to convince others...even reading a person and applying the appropriate method. Surely there are, say, some cult leaders out there for whom persuasion, deception, and intimidation are all separated by really fine lines. The player can give it whatever flavor they choose.

I haven't really convinced myself on this yet...just thinking out loud.

January 5, 2017 at 5:46 AM

Blogger Zak Sabbath said...

well beauty and cultish persuasiveness are different _causes_ whereas bouncing and seducing are different effects

January 5, 2017 at 11:58 AM

Blogger Jonathan Linneman said...

Hmm. That is a distinction that might be worth preserving. It's almost like there's a need for two types of CHA that are actually opposites rather than different manifestations of the same trait.

Charisma is a necessarily weird stat sometimes.

January 5, 2017 at 3:27 PM

Blogger Adamantyr said...

Why split it? I think that's the whole idea to having the skills in the first place. Charisma is just a measure of how effective you are at social interactions.

January 5, 2017 at 4:12 PM

Blogger Zak Sabbath said...

Because these two interpretations of "charisma" are not necessarily linked irl. Being good at one thing irl does not suggest you are good at the other irl. If you build a world that way it conflates two different ability sets.

That's why.

There are arguments that it's _practically_ useful as game design, but no reason it's good from a simulatory pov.

January 5, 2017 at 4:18 PM

Anonymous Anonymous said...

Ultimately having a skill or tool proficiency is just determining if you get that +2 (at first level) or not. One method I've seen and liked but am not currently using is for the player to make a small list of character description items that could potentially impact their ability checks.
"Studied magic under the great Carlota the Magistrix."
"Regularly hunts boars through the Northern Forest."
"Hired muscle for Crow the Underlord."

Then on an intelligence check you get the +2 to know about magic that Carlota might have taught you, to know anything about the northern forest, and to appraise the sort of items that passed through Crow's black market.

Players will tend to stretch these to their fullest but I don't see the point in stopping them unless they're handing you a line of total BS.

January 6, 2017 at 10:09 AM

Blogger Unknown said...

If you think about it, most encounters go one of two ways: either they are better than you (monkeys chasing dwarves in the jungle) or you are better than them (rare, PCs generally don't have special modes of movement). In fringe cases you can ask for ability checks.

In cool fights while climbing and so on, everyone can climb and fight (because you are an adventurer! You do this shit for a living!) but if you are stunned/paralyzed/unconscious then, again, no skill check required (and for fringe cases I ask for a Str check, for example).

January 6, 2017 at 11:12 AM

Blogger Zak Sabbath said...

yes--though i think there's something to be said for making sure players don't choose descriptors that overlap their class and race skills, which can be easy to accidentally do and so cheat yourself out of a bonus accidentally.

Plus some players--esp new ones-- just hate coming up with those descriptors

January 6, 2017 at 4:39 PM

Blogger Zak Sabbath said...

That's fine if you're playing Vampire or a Mafia game, but it disables the following situation:

There is a difficult situation--there are several possible courses of action, each with upsides and downsides, the player must decide which kind of action (die roll) to gamble on, with all the attendant cost-benefit analysis.

It also makes it impossible for a climbing-while-fighting fight to be any different in any meaningful of dangerous-feeling way than a regular fight until someone is stunned. In which case stunning becomes the optimal tactic and everyone just goes for that.

January 6, 2017 at 4:43 PM

Blogger X said...

I used this same thing during the playtest and had mixed results.

It allowed for some fantastic concepting ("chefsassin", "seedy artifact dealer", "Didn't think that one through" "Feywild Arms Merchant" "known far and wide as the Slayer of Krom the Giant, Doom Drummer, and of course two players independently chose Princess)

Players that weren't that creative had a really hard time with it. We had a player that was "Trained by the retired Sword Master" and just didn't have the ability to understand what that might mean. But athletics, and spending a second wind, they got.

We reviewed it later when 5e Actually launched and jumped over to skills, mainly because the more experienced players felt that concepts as skills were a little too wiggly and thus OP.

Actually making a skill that fits the class too much was broken. We had a ranger who took "underhunter" and spent a lot of time explaining how that skill pretty much applied to every possible action they could take as a ranger.

January 6, 2017 at 8:17 PM

Blogger Unknown said...

We are playing a heavily modded version of True20 so stunning is common, but you are right; every gameplay choice made is a trade-off.

So we lose on complexity (skills for ability checks) but that's fine. It's similar to the trade-off between old-school and "modern" skills as you say in the original blog post. Old-school skills out of the box aren't really any more complex than "Thieves can climb sheer walls. Fighters can too, if they have tools and stuff. Both will eventually get over the wall as an obstacle; it doesn't really matter until the wraiths start fly-by attacks. When they do, I can either ask for climb checks, or for Str checks, or maybe let the thief use Dex because he should be better..." which brings us back to your original post.

January 7, 2017 at 6:12 AM

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January 7, 2017 at 6:23 AM

Blogger John said...

Is an uncreative player necessarily someone whom the rules should cater to? I mean, I understand the idea to cater to everyone equally, but in other games I play we don't usually modify the rules for everybody simply because someone's bad at the game.

Similarly, the player who justifies everything is surely easily defeated by an impartial DM?

January 10, 2017 at 5:15 PM

Blogger Zak Sabbath said...

John--
who are you talking to and what about?
Who are these "uncreative players?"

January 10, 2017 at 5:33 PM

Blogger morikahn said...

1) Skills are not technically tied to a specific ability score. They generally are ASSOCIATED with a certain ability score, but as described on page 175 in the 5e PHB, under Variant: Skills with Different Ability Scores, the DM can ask for a skill to be used in combination with a non-standard ability score.

This means a DM can rule that a nimble rogue can use his Dexterity modifier with Athletics when climbing - or that a barbarian can flex his massive muscles and use his Strength modifier with Intimidation.

This may address the issues you have with certain charisma skills or rogues climbing.

(As a side note: I just allow rogues to automatically succeed at climbing unless there is an exceptional situation. Then they may need to make a skill check).


2) Investigate has a mechanical purpose in 5e. It is used to overcome illusions such as Disguise Self or Silent Image.

Perhaps instead of Investigate being used to shortcut roleplaying and exploration, it could used to determine if something IS as the the DM described it.

* Determining if someone is wearing a disguise (without just assaulting them and trying to pull their 'wig' off).
* If an art piece is a fake
* If something has been polymorphed (it's rarely perfect).

I don't see how a player could roleplay such things as those actions rely on their character's senses, not their own.

And obviously, all the skills are great to use as shortcuts when you just want to summarize a situation quickly.

Roleplaying a wizard searching a library for a certain scroll is boring - better to just say the character is busy for the next 4 hours and will need to make one or more Investigation checks to determine the results.

January 12, 2017 at 6:23 AM

Blogger Zak Sabbath said...

1.True but it's annoying to recalculate the skill bonuses based on new ability scores

2. That is not a good use of the skill as far as I'm concerned because it might as well be perception.

January 12, 2017 at 6:33 AM

Blogger curiouspanda said...

One way I have used the Investigate skill is when the characters are trying to search through a large amount of in-game information for some clue or advantage *under time pressure.*
So they can roll to skim the occult tome to find the one helpful passage to unsummon the demonic assassin before it claims its target, scan through all the computer files to find the one with the important file before the raptors break through the glass wall, etc. It seems most useful to me if success grants an advantage, failure isn't a roadblock, the information isn't so cool you want to just give it to anyone who looks, and you don't want to waste too much time simulating the search experience. Which sounds really restrictive but in play my players who are trained in investigate have seemed happy/had fun when it turns up a cookie.

I'm sure you could handle this sort of niche action as either as an ability check, X in 6 per turn, 'careful examination' as you describe on a case by case basis too.

January 12, 2017 at 7:48 PM

Blogger morikahn said...

1. Oh come on. In 5e you add an ability modifier and a universal proficiency bonus. It ain't that hard :)

2. Well, there are basically three types of skills:

* skills that let you do something
* skills that represent what your character knows
* skills that help a player gather information

ACTION SKILLS
Acrobatics
Animal Handling
Athletics
Deception
Intimidation
Performance
Persuasion
Sleight of Hand
Stealth
Survival

KNOWLEDGE SKILLS
Arcana
History
Medicine
Nature
Religion

INFO GATHERING SKILLS
Insight
Investigation
Perception

Rarely do I hear complaints about action skills as they are very straight forward. Which makes sense, as these skills are dependent completely on the player's character abilities, i.e. the player just tells the character to do something and hopes they pull it off.

Charisma based action skills are a little more fuzzy as it does involve player abilities as they need to actually talk.

And it makes sense that you don't have problems with the Knowledge skills as they represent character expertise. These determine what areas a player will be able to make a more informed decision.

It is the information gathering skills where the problems arise as many of us DMs want our players to actively seek the information out rather than just roll a die. The SEEKING is part of the fun.

I think the best solution is to limit these skills to discovering information that can not be role-played.

-

Perception is the counter for stealth. Does the PC see the orc trying hiding behind the bush? If a giant spider is on the ceiling of a chamber and a player says he looks up at the ceiling.. he should automatically see the spider - no perception check is necessary. Its when the players are busy with something else that it matters.

Insight is the counter for charisma skills. Do you notice something awry with the King's speech? Most DMs aren't really good actors and wont be able to put subtle clues into their dialogue that could alert clever players there is some subterfuge.

Investigation is used to determine if something is as it seems. Is this a real ruby or a fake one? Should only be involved in tasks that are at least a little time consuming. It shouldn't be used as a generic search skill that just gives players clues.

-

The only reason to differentiate these three skills from each other, and not just lump them together as a generalized Perception skill is simply to allow players to specialize in particular types of information gathering.

Else.. every party would just have 'that guy' that dumps everything into perception and acts as the parties Sherlock Holmes.

January 12, 2017 at 8:32 PM

Blogger Zak Sabbath said...

1. I didn't say it was difficult, I said it was annoying,

Stopping the game to calculate extra numbers is annoying, and using an ability check is one less step.

2. You wrote about a lot of things that were not in dispute, but very little about why your description could not fit under "perception".

You simply wrote "it should..." but not why.

I see no reason a character could not be good at both seeing stealth and spotting forgeries--they are very related skills and it is rare that a character in fiction is good at one but not the other.

Your "that guy" character has 4 issues:
-this person has never turned up in any game I've seen
-Sherlock would also require player skill to recognize specific clues so bad analogy
-Even if someone was good at spotting bothe stealth and anomalies, I don't see how that in any way makes the game worse or limits possibilities

January 12, 2017 at 8:46 PM

Blogger Zak Sabbath said...

(that;s 3, sorry)

January 12, 2017 at 8:47 PM

Blogger morikahn said...

I did write a too much. I was a little drunk at the time so it seemed appropriate. I guess I was trying to explain why certain skills bother people more than others.

I wrote 'should' as in to discern which tasks were appropriate for each skill.

Perception skill applies to things that are of the moment. Do you see ambushers right now? Did you see the ambassador dropping poison in the king's goblet? Do you notice the scratches on the floor next to secret door?

Investigation applies to things that require more careful study and a knowledge about the object in question.

This is why perception is a Wisdom skill, as Wisdom also covers keenness of senses while investigation is an Intelligence skill, which is more a reflection of one's education and experience.

If you treat them the same that would mean the barbarian scout with eagle eyes would also somehow be very apt at discovering forgeries in documents - and that the scholar would be apt at avoiding ambushes in the wilderness.

Just my 2 cents. I hope I didn't come off combative.

January 13, 2017 at 5:16 AM

Blogger Zak Sabbath said...

tone is not an issue here

i think the barbarian vs connoisseur issue is covered by allowing a player inspecting a cultural object to roll perception OR history (or whatever) whichever is higher.

I don;t think that leaves much room for "investigate" (sans specialty). I mean, realistically, who has "investigate" but no specific knowledge attached and no general ability to perceive?

January 13, 2017 at 5:27 AM

Blogger Jonathon said...

This just popped into my head as a possibility, not sure how practical it is: what if they're all Charisma-based, but they're all opposed checks and the skill determines what stat opposes it? A bouncer with Intimidate makes CHA-based checks opposed by the target's CON; a lawyer with Persuasion makes CHA-based checks opposed by INT; a con man with Deception opposes WIS. You can take more than one skill and be good against more than one stat, but having just one limits your ability to bring around targets that happen to be strong against your skill - tough guys face down the bouncer, sages see through the lawyer, and the wise aren't blinded by the slick con man.

January 15, 2017 at 9:35 AM

Blogger Lex Starwalker said...

Just want to point out that things in the game that should be really good climbers, like a monkey, can have a climb speed. Normal climbing with athletics takes 2 feet of movement for every 1 foot you move. Using a climb speed doesn't have this limitation. There's no need to make climbing based on acrobatics instead of athletics. Anyone who's climbed a rope in gym class, or done rock climbing, can tell you that climbing is limited by your strength. If you're not strong enough to lift your body weight, you're SOL.

January 27, 2017 at 9:25 AM

Blogger Zak Sabbath said...

1. You haven't explained how to assign a player character a climb speed in characer gen

2. Your idea about strength is wrong and not intelligent. By that logic an 8-pound monkey should always be a worse climber than a human

3. This is because you haven't thought about how "climbing" actually encompasses a variety of different activities and how body weight in _relation_ to strength is the important factor. ie the more you weigh, the more you need strength and climbing a rope in gym is different than climbing a tree

4. Just having a climb speed eliminates the possibility of climbing-based risk and challenge. If you're not rolling, then it's 100% certain you can climb something, which gets rid of a lot of the fun in climbing

January 27, 2017 at 1:35 PM

Blogger Sean McCoy said...

For Intimidate, maybe just switch it from a CHA skill to a STR skill?

April 21, 2017 at 2:38 PM

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