Rillian
2018-07-11, 01:18 PM
This isn't a new idea, but lately I've been thinking about what skills don't get much use in my game. I'm really generous with handing out tactical information in the middle of a fight. For example, I just tell my players "the necromancer moves within 30 feet and casts Blight at you." I mean, I add way more narrative than that, but that's the clearest information I give out so people understand what is going on. I've considered withholding immediate spell identification without an arcana, religion, or even nature check depending on the type of spellcaster. I've been toying around with 10+spell level to know what spell is cast, otherwise I just give out flavor narrative of what happens. However, in practice it has been causing too much rolling over all and disrupts the flow of combat. I know XgtE suggests using a reaction to make an arcana check during an enemy spell cast as an optional rule. Our table is having a difficult time getting accustomed to using a reaction to gain tactical information like that, myself included.
A homebrew idea I had was using Medicine to determine the remaining hit points of an enemy in mid combat. Or at least if it looks barely scratched, injured, half dead, badly wounded, or near death. These descriptors already exist in video games, and also 4e had "bloody" indicating less than half hp remaining. Again I use these words to describe the state of an enemy normally, I'm just considering gating this info behind a skill check. That way lesser used skills gain more relevance. I think medicine is one of the least rolled skills in my game.
The last idea I have, which I have not tried out yet is to use Sleight of Hand to interact with held objects and stowed objects. Like using the skill to work like some kind of quick draw or even quick sheath sometimes. The risk of failure being that you drop an item, or fail to interact with it that round. This breaks the action economy, because I intend for it to be used in addition to the one object interaction you get for free each round. It also overlaps with warcaster and dual wielder regarding what you can have in your hands during a single round. I admit that this idea is stupid and extreme, but it comes from being worn out by policing my players constantly about needing a free hand for spell casting, or swapping between melee and ranged weapons. Sleight of Hand is another skill that never gets used in my game.
My gaming style mostly revolves around political intrigue in the city (lots of Insight, Persuasion, Deception, Intimidation, Investigation, History), followed by dungeon bashing combat and short dungeon crawls (mostly Perception, Stealth, Athletics, Acrobatics). I don't really do a lot of wilderness travel, but I have thought of doing hex crawls on an overland map, but this style of gaming seems to be kind of dead. It would involve a lot of (Survival, Nature, Handle Animal, Stealth, Medicine) kind of like Oregon Trail for those old enough to remember.
Performance is the absolute least used skill in my game. It is a novelty skill used occasionally by bards in a tavern. I have no idea how to get more use out of this skill, or how to make it worth while in combat. The skill is so unimportant that I've never heard of a bard even mention putting expertise into it, even though that seems like something a bard would prioritize.
A homebrew idea I had was using Medicine to determine the remaining hit points of an enemy in mid combat. Or at least if it looks barely scratched, injured, half dead, badly wounded, or near death. These descriptors already exist in video games, and also 4e had "bloody" indicating less than half hp remaining. Again I use these words to describe the state of an enemy normally, I'm just considering gating this info behind a skill check. That way lesser used skills gain more relevance. I think medicine is one of the least rolled skills in my game.
The last idea I have, which I have not tried out yet is to use Sleight of Hand to interact with held objects and stowed objects. Like using the skill to work like some kind of quick draw or even quick sheath sometimes. The risk of failure being that you drop an item, or fail to interact with it that round. This breaks the action economy, because I intend for it to be used in addition to the one object interaction you get for free each round. It also overlaps with warcaster and dual wielder regarding what you can have in your hands during a single round. I admit that this idea is stupid and extreme, but it comes from being worn out by policing my players constantly about needing a free hand for spell casting, or swapping between melee and ranged weapons. Sleight of Hand is another skill that never gets used in my game.
My gaming style mostly revolves around political intrigue in the city (lots of Insight, Persuasion, Deception, Intimidation, Investigation, History), followed by dungeon bashing combat and short dungeon crawls (mostly Perception, Stealth, Athletics, Acrobatics). I don't really do a lot of wilderness travel, but I have thought of doing hex crawls on an overland map, but this style of gaming seems to be kind of dead. It would involve a lot of (Survival, Nature, Handle Animal, Stealth, Medicine) kind of like Oregon Trail for those old enough to remember.
Performance is the absolute least used skill in my game. It is a novelty skill used occasionally by bards in a tavern. I have no idea how to get more use out of this skill, or how to make it worth while in combat. The skill is so unimportant that I've never heard of a bard even mention putting expertise into it, even though that seems like something a bard would prioritize.