That sounds like the influence stuff I mentioned. This discussion has prompted me to dig back into the rules in the skills chapter, and the more I do, the more it feels like there are two subsystems competing for the same space. On the one hand, you have skill actions which are implied not to be freely usable with different skills (unless they’re general skill actions), but then you have stuff (like the VP subsystem, or disabling hazards) that uses skill checks more freely.They do it in Age of Ashes during the most important social interaction of the fourth module. They've done it other areas here and there. The new APs seem to focus on allowing multiple skills to do things in slightly different ways that ultimately accomplish the same thing whether it's allowing Athletics or Thievery to disarm a hazard or using crafting or diplomacy to influence a leader. That's why I don't think it was intended like PF1 to make skills so limited.
Hazards are particularly interesting because there is a skill action to disable them, but there are also many hazards that aren’t disabled by Thievery or can be disabled with other skills. Because there aren’t skill actions for those other skills, it’s not actually clear what the cost should be if someone tries that method to disable a hazard during combat. I guess those methods just aren’t meant to be used in encounter mode?
My takeaway is if we’re in a fight, I’ll be sticking pretty closely to the prescribed list of skill actions. That makes sense since they have the costs and consequences enumerated right there, and I won’t accidentally intrude on someone’s niche if they’ve built into it. In exploration mode and non-combat encounter mode, I should be considering the other tools that are available. I’m a fan of the VP stuff in the GM, and I feel like a lot of the skill activities could better be replaced with VP. Tracking, for example, is boring.
You roll once an hour, so if it the tracks go on for a while, you’re bound to lose the trail. That’s rolling to failure. However, you could instead run it using VP. There might be a few things you need to discover, and the party can work together as they accumulate VP towards each discovery. That’s certainly bound to be less boring than everyone’s sitting there while the ranger or druid rolls Survival checks until they let the party down. (Of course, if the trail is short, just use Track.)
Thanks. You’ve given me a new perspective on how the skill system can work in PF2.
