Post by Emmarie on May 23, 2011 15:55:08 GMT -5
Spot & Listen Checks
If you feel the need during an adventure to do a Spot or a Listen check at times when the DM hasn't asked for it, you are free to do that.
State in chat that you are doing a Spot or Listen Check after roleplaying the action, and then roll your d20. If you have items that add to your roll state it at that time as well. The DM will then let you know if there is anything to be heard/seen at that time.
Tactics
Certain tactics that your character might attempt can be used during adventures, feel free to be creative. Instead of a sudden fight, try diplomacy. Or maybe try intimidation to get the bad guy to run away in fear.
The basic way a tactic works is that you roll a d20, the other person rolls a d20 and if you roll higher than you are successful.
Here are the tactics that work that way:
Diplomacy - Use this skill to influence others with tact and social grace, change opinions, inspire good will, and to negotiate a deal in good faith. You could even use this with Mela to get more gold for something you are selling her!
Intimidation - Use this skill to influence others through hostile actions and overt threats.
Bluff - Use this skill to make what's false appear to be true, fast-talk a guard, con a merchant, or tell lies, or try to pass off a forgery.
Disguise - Trying to con someone into thinking you are someone you aren't.
Stealth - Hide, Move Silent
Insight - Use this skill to discern intent and decipher body language, making a best guess as to a target's motives, attitudes, and truthfulness.
Talents
There are certain talents and skills that can be used during adventures to further the story, or attempt to gain something such as information. Each talent or skill would be rolled for with a d20, and the DM sets a score that has to be made to successfully accomplish it.
For instance, your character finds an odd gemstone and wants to know how much it's worth. You'd use the "Appraise" talent and roll a d20. The target number is 12+, if you rolled a 13 the DM would then tell you what the gemstone is worth.
Here are the talents that work this way:
Appraise - Figuring out what something's worth, if it's a forgery, etc.
Rogue - Locate & Disable Traps, Lockpicking
Escape - Escaping traps, manacles, being tied up etc.
Gather Info - Finding out information from the locals.
Knowledge - (local, arcana, history, planes, culture, nature, monsters, etc). This is what you know!
Strength - Break Door, Lifting or Opening Heavy Objects, etc
Ride - Skills with riding animals / horses.
Search - Spotting secret doors, things out of place etc, and locating loot.
Nature - You have knowledge related to finding your way through the wilderness, recognizing natural hazards, and living off the land.
Use Mundane Object - Such as ropes, lighting a torch, etc.
Athletics - Climb, Swim, Jump, Tumble, etc. Failure very well could mean you take damage or fail.
Acrobatics - Dodge falling debris, make your way across a mine field, do things that require dexterity and physical feats of movement, etc. Failure usually means you take some type of damage.
Endurance - Use this skill to stave off ill effects, poisons and to push beyond normal physical and mental limits. Failure usually means you take dmg.
Willpower - Endurance is your physical, willpower is your mental and emotional, the ability to fight charm effects, magical attacks and effects, and attempts to manipulate your mind or emotions.
If you feel the need during an adventure to do a Spot or a Listen check at times when the DM hasn't asked for it, you are free to do that.
State in chat that you are doing a Spot or Listen Check after roleplaying the action, and then roll your d20. If you have items that add to your roll state it at that time as well. The DM will then let you know if there is anything to be heard/seen at that time.
Tactics
Certain tactics that your character might attempt can be used during adventures, feel free to be creative. Instead of a sudden fight, try diplomacy. Or maybe try intimidation to get the bad guy to run away in fear.
The basic way a tactic works is that you roll a d20, the other person rolls a d20 and if you roll higher than you are successful.
Here are the tactics that work that way:
Diplomacy - Use this skill to influence others with tact and social grace, change opinions, inspire good will, and to negotiate a deal in good faith. You could even use this with Mela to get more gold for something you are selling her!
Intimidation - Use this skill to influence others through hostile actions and overt threats.
Bluff - Use this skill to make what's false appear to be true, fast-talk a guard, con a merchant, or tell lies, or try to pass off a forgery.
Disguise - Trying to con someone into thinking you are someone you aren't.
Stealth - Hide, Move Silent
Insight - Use this skill to discern intent and decipher body language, making a best guess as to a target's motives, attitudes, and truthfulness.
Talents
There are certain talents and skills that can be used during adventures to further the story, or attempt to gain something such as information. Each talent or skill would be rolled for with a d20, and the DM sets a score that has to be made to successfully accomplish it.
For instance, your character finds an odd gemstone and wants to know how much it's worth. You'd use the "Appraise" talent and roll a d20. The target number is 12+, if you rolled a 13 the DM would then tell you what the gemstone is worth.
Here are the talents that work this way:
Appraise - Figuring out what something's worth, if it's a forgery, etc.
Rogue - Locate & Disable Traps, Lockpicking
Escape - Escaping traps, manacles, being tied up etc.
Gather Info - Finding out information from the locals.
Knowledge - (local, arcana, history, planes, culture, nature, monsters, etc). This is what you know!
Strength - Break Door, Lifting or Opening Heavy Objects, etc
Ride - Skills with riding animals / horses.
Search - Spotting secret doors, things out of place etc, and locating loot.
Nature - You have knowledge related to finding your way through the wilderness, recognizing natural hazards, and living off the land.
Use Mundane Object - Such as ropes, lighting a torch, etc.
Athletics - Climb, Swim, Jump, Tumble, etc. Failure very well could mean you take damage or fail.
Acrobatics - Dodge falling debris, make your way across a mine field, do things that require dexterity and physical feats of movement, etc. Failure usually means you take some type of damage.
Endurance - Use this skill to stave off ill effects, poisons and to push beyond normal physical and mental limits. Failure usually means you take dmg.
Willpower - Endurance is your physical, willpower is your mental and emotional, the ability to fight charm effects, magical attacks and effects, and attempts to manipulate your mind or emotions.