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<blockquote data-quote="ezo" data-source="post: 9343312" data-attributes="member: 7037866"><p>Ok, now I've got some time... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p>Unfortunately, I can't work on things dependent on how some DMs might houserule the use of Group Checks. Group checks are simply if the majority succeed (half or more), the group does.</p><p></p><p></p><p>I wonder why? As I posted earlier, only the scouts and point PCs generally use stealth or have to make perception rolls. Once in a while, perhaps the entire might need to sneak or are subject to an ambush all at once.</p><p></p><p>The one issue is Perception used for finding secret doors and such. IMO using Investigation would be more appropriate, but there is always the Investigation vs. Perception issue...</p><p></p><p></p><p>IMO Athletics would be the most important skill in combat. Stealth is niche in combat, and perception the other side of it. So, once combat begins, they don't carry as much value IME.</p><p></p><p></p><p>Yes. Expertise is great, but comes at a fairly steep cost with this idea. Four skills always felt a bit limiting to me, but once I accepted the idea that regular ability scores include the possibility of some "training", with skill proficiency actually more along the lines of additional training.</p><p></p><p>It is sort of a messed up system IMO, and took me a while to really simply accept it.</p><p></p><p></p><p>Our sprinting rules don't often come up either, rarely enough that we wonder why bother, right?</p><p></p><p></p><p>Yep. Tactical movement in combat is rarely used or beneficial for non-Rogues and non-Monks IME. The combat system is simplistic of course, by design, but I agree, best left for another time...</p><p></p><p></p><p>For "numbers", combining is best. However, for something like breaking down a barred gate (wide enough for both PCs), Help works well IMO.</p><p></p><p>As far as helping a PC with a knowledge "check", Help still makes sense. How many times have you gotten a song stuck in your head, but couldn't recall the name of it? You <em>KNOW</em> the song! But it is just escaping you. You hum a bit to another person, who says "I don't know it, but it reminds me of blah blah blah", to which the PC making the check makes the connection and recalls the information successfully.</p><p></p><p></p><p>I must have missed that. Do you recall the post or can you provide a brief summary?</p><p></p><p></p><p>MOST DEFINITELY! We use a DC 15 Wisdom (Medicine) check to heal 1d6 damage, requiring "a few minutes" generally after comabt. The Healer feat simply grants the +4 and makes the check automatic when used. If used within a minute of a PC failing a poison save (or disease), a successful DC 15 check will allow that PC to re-roll the save (once).</p><p></p><p></p><p>LOL that could be funny!</p><p></p><p></p><p>Sure, improvised weapon rules work for allowing you to throw any weapon, but if you want it to count "as the weapon" it wouldn't work as well for me. Weapons deal the damage they deal due to their design, so using a weapon, so being able to throw something not meant to be thrown for "full damage" seems wonky.</p><p></p><p></p><p>Those are the typical uses for Insight, "is someone lying? what is there motive? what might they be hiding? are they trustworthy?"</p><p></p><p>For martials, allowing an Insight check to figure out an opponent's strategy, perhaps granting advantage on your next attack or imposing disadvantage on their next attack. However, the one thing I don't want is to bog combat down with additional rolls.</p><p></p><p></p><p>Sure. Insight or Investigation (noticing the details about someone, something, or someplace) could work.</p><p></p><p></p><p>So, the Guardians of the Galaxy dance off?</p><p></p><p>[ATTACH=full]362935[/ATTACH]</p><p></p><p><img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p></p><p>Sure. However, I always thought having to use your action for stuff like this is overkill. One thing I wish WotC did was have "movements" instead of just moving your speed. "Moving" to put out a fire on your body seems more appropriate than giving up your action for the turn.</p></blockquote><p></p>
[QUOTE="ezo, post: 9343312, member: 7037866"] Ok, now I've got some time... :) Unfortunately, I can't work on things dependent on how some DMs might houserule the use of Group Checks. Group checks are simply if the majority succeed (half or more), the group does. I wonder why? As I posted earlier, only the scouts and point PCs generally use stealth or have to make perception rolls. Once in a while, perhaps the entire might need to sneak or are subject to an ambush all at once. The one issue is Perception used for finding secret doors and such. IMO using Investigation would be more appropriate, but there is always the Investigation vs. Perception issue... IMO Athletics would be the most important skill in combat. Stealth is niche in combat, and perception the other side of it. So, once combat begins, they don't carry as much value IME. Yes. Expertise is great, but comes at a fairly steep cost with this idea. Four skills always felt a bit limiting to me, but once I accepted the idea that regular ability scores include the possibility of some "training", with skill proficiency actually more along the lines of additional training. It is sort of a messed up system IMO, and took me a while to really simply accept it. Our sprinting rules don't often come up either, rarely enough that we wonder why bother, right? Yep. Tactical movement in combat is rarely used or beneficial for non-Rogues and non-Monks IME. The combat system is simplistic of course, by design, but I agree, best left for another time... For "numbers", combining is best. However, for something like breaking down a barred gate (wide enough for both PCs), Help works well IMO. As far as helping a PC with a knowledge "check", Help still makes sense. How many times have you gotten a song stuck in your head, but couldn't recall the name of it? You [I]KNOW[/I] the song! But it is just escaping you. You hum a bit to another person, who says "I don't know it, but it reminds me of blah blah blah", to which the PC making the check makes the connection and recalls the information successfully. I must have missed that. Do you recall the post or can you provide a brief summary? MOST DEFINITELY! We use a DC 15 Wisdom (Medicine) check to heal 1d6 damage, requiring "a few minutes" generally after comabt. The Healer feat simply grants the +4 and makes the check automatic when used. If used within a minute of a PC failing a poison save (or disease), a successful DC 15 check will allow that PC to re-roll the save (once). LOL that could be funny! Sure, improvised weapon rules work for allowing you to throw any weapon, but if you want it to count "as the weapon" it wouldn't work as well for me. Weapons deal the damage they deal due to their design, so using a weapon, so being able to throw something not meant to be thrown for "full damage" seems wonky. Those are the typical uses for Insight, "is someone lying? what is there motive? what might they be hiding? are they trustworthy?" For martials, allowing an Insight check to figure out an opponent's strategy, perhaps granting advantage on your next attack or imposing disadvantage on their next attack. However, the one thing I don't want is to bog combat down with additional rolls. Sure. Insight or Investigation (noticing the details about someone, something, or someplace) could work. So, the Guardians of the Galaxy dance off? [ATTACH type="full"]362935[/ATTACH] :D Sure. However, I always thought having to use your action for stuff like this is overkill. One thing I wish WotC did was have "movements" instead of just moving your speed. "Moving" to put out a fire on your body seems more appropriate than giving up your action for the turn. [/QUOTE]
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