| Post/Author/DateTime | Post |
|---|---|
| FaintestInkling08-28-06, 10:45 PM | It was recommended I ask this question here, though I'm curious about the answer in general, as applies to all D&D Campaigns as well as Xen'Drik Expeditions ... I am a new Herald GM---or I will be, if they ever activate my account---who intends on running a Xen'Drik Expeditions campaign. "Expanded Uses for Skills" are in many of the "splatblooks," including (and in particular) Complete Adventurer, as well as the Races books, and the "environment" books. Are these uses for skills legal? For example, suppose a player wants to use Diplomacy to "Haggle," as described in Complete Adventurer on page 98. Can we use these "expanded skills" uses? Do they need to be on an expansion list to be used? More generally, if non-character components rules (i.e. non-class, non-PrC, non-feat, non-spell, non-item rules) such as these expanded skill-uses are in the "secondary source" splatbooks, are we allowed to use these rules, and if so, how? |
| kiddoc08-28-06, 11:16 PM | Right now the answer is: Try to shy away from these if at all possible. Broad interpretation of the basic skills from WoTC sources gives a fairly deep and comprehensive set of parameters to work with. Xen'drik Expeditions is going to take new steps in the RPGA in unlocking options for expanded and incredible character development. Seriously, we're breaking all the rules here. That said, I don't generally like putting DM's on the spot by allowing players to bring random (potentially) rules in from "any given splatbook." My DM's work their tails off, but there's a limit to their patience and their expected knowledge. From a player-use point of view, I'd say we're all better off trying our BEST to use what we have already. Now, from a DM's perspective, I'm going to try and limit my outstanding group of DM's abilities to run with an adventure as little as possible. If, in their infinite wisdom, they run into a situation where they absolutely feel that one of these options is called for, I will almost always support their decision to use their discretion. That said, I don't want anyone relying on them. But, none of us, even those of us writing the script can prepare for every situation. The short answer is: If you're a player, don't plan on them. If you're a DM, use them only if you feel you absolutely cannot use a given skill interpretation appropriately from the core sources. Of course, that keeps in mind that many of these expanded uses are nothing more than simple interpretations. If it's intuitive, fair, and called for at the time, and there's no other, better way to do it, DM's should use it. |
| smerwin2908-29-06, 08:06 AM | Since I promised to answer this from another thread, here's my answer: what Brian said. DMs should feel free to use them if the situation merits to resolve an encounter, but players should not be able to "force" then onto DMs. In terms of something like "Haggle," it is the perfect example of why they should not be used. Players buy their equipment from Equipment Value at home before they sit down at the table. Using that skill to haggle requires a roll that no DM would be around to see. If we did allow it, PCs would be coming to the table without equipment purchased so the DM would have to spend the first 30 minutes of a game witnessing every roll as PCs tried to get their Equipment at a reduced price. There will be more than enough character option without opening up expanded skills. Shawn Crimson Codex Factionmaster |
| FaintestInkling08-29-06, 12:47 PM | Thank you both, those answers make sense. |