| Post/Author/DateTime | Post |
|---|---|
| Bluehero02-23-07, 07:06 PM | What do you think is the best skill? For classes like factotum and with feats like able learner, almost any character can take any skill, but which ones are worth while? I would say that the best skill is iajutsu focus from OA and the worst skill (besides profession(basketweaver)) is use rope, serously, how often does that ever come up, let alone have your DM remember to make you roll for it. Other skills like climb and swim are useful, but become pointless once spider climb and water walk/ breath come into play. |
| Ozzymandias02-23-07, 07:32 PM | As a GM, I use skills ALL the time. Consequently, my players often try to put at least one or two levels into a class with a high number of skill points. (I also house-rule that there are no class skills, but that's a subject for a different thread.) Consequently, the most important skills in the game are Listen and Spot. Seriously, if you can't see it coming, it'll probably kill you. Especially if the 'it' is a dark halfling, rogue/scout. The worst skills? Let's assume we're ignoring Craft and Profession (both of which have nominal use in the game, unless you're playing a very specific style, where something like Profession (Sailor) actually matters): I'd go with Use Rope, Spellcraft and Concentration. Use Rope: useful at low levels when you're actually using rope. Once you get access to the higher levels, even as a non-spellcaster, the situations where you really need to use rope for anything quickly disappear. Spellcraft: too narrow. Only spellcasters need it, and then only because they're casting detect magic. Granted, there can be times when knowing the results of a detect magic spell can be really useful, and a rogue with a wand of said spell and a couple ranks in the skill can easily handle a variety of magical traps and similar situations. Still, I find that the use of the skill is too narrow to be really worth the worry. Concentration: seriously, come on. What does this skill do for the game? Spellcasters need it if they want to engage in close-combat situations. Beyond that... yeah, that's it. Again, house-ruling for my own game: take the abilities of Autohypnosis and add it to Concentration, then change the key ability from Constitution to Wisdom. Really makes the skill work out quite well. |
| Feroz02-23-07, 07:34 PM | What do you think is the best skill? For classes like factotum and with feats like able learner, almost any character can take any skill, but which ones are worth while? I would say that the best skill is iajutsu focus from OA and the worst skill (besides profession(basketweaver)) is use rope, serously, how often does that ever come up, let alone have your DM remember to make you roll for it. Other skills like climb and swim are useful, but become pointless once spider climb and water walk/ breath come into play. Use rope: Tying up prisoners, fixing grappling hooks and such, definately useful. And besides, Profession(Basketweaver) isn't a skill, it'd be craft basketweaving, and they're still useful, easy money is good. Most useless of all I'd say would have to be decipher script. Comprehend languages: a 1st level spell, gives you the same benefit for different languages, and otherwise, you don't get much else out of it. Most useful, just going from the core skills, I think I have to go with Diplomacy. If you're going beyond core rules, I'd have to go with Truespeak, simply because there are so many utterances you can use. Iaijutsu focus comes in second in that regard IMO. |
| Light_Colonel02-23-07, 07:42 PM | Best: Tumble, Bluff - (Hide, Move Silent, Spot, Listen - not so much good as critical) Worst: I think all skills are really useful honestly, however the lowest rated would be Craft, Profession, Use Rope and Intimidate. Why Intimidate? It's a CHA based for a skill that (on average) low-CHA Fighter and Barbs would use. Also, it is a standard action and only lasts for one round. If there were more uses for the skill or feats that improved its usefulness... |
| Light_Colonel02-23-07, 07:43 PM | [QUOTE=Feroz]Most useless of all I'd say would have to be decipher script. Comprehend languages: a 1st level spell, gives you the same benefit for different languages, and otherwise, you don't get much else out of it.QUOTE] I thought DS also let you break codes? |
| Feroz02-23-07, 07:51 PM | You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. Doesn't say anything about sorting out codes and such. |
| unfortunate_crow02-23-07, 07:55 PM | Spellcraft is greatly useful for counterspelling. |
| Light_Colonel02-23-07, 08:22 PM | Doesn't say anything about sorting out codes and such. Hrrm, I thought it was in one of the newer books as a new use for Decipher. *shrug* |
| Feroz02-23-07, 09:50 PM | Hrrm, I thought it was in one of the newer books as a new use for Decipher. *shrug* So it is, complete adventurer, 1 week to create one, and one day to try to decipher it, and a week to try again. Not all that useful, really, is it? |
| Light_Colonel02-23-07, 09:58 PM | So it is, complete adventurer, 1 week to create one, and one day to try to decipher it, and a week to try again. Not all that useful, really, is it? Not all that useful, but it's one of those "could be critical" things and all in all helps to justify the existance of the Decipher Script skill. (Outside of a no magic campaign) |
| Feroz02-23-07, 10:07 PM | Not all that useful, but it's one of those "could be critical" things and all in all helps to justify the existance of the Decipher Script skill. (Outside of a no magic campaign) Yeah, but for all that work you'd do, you could take 10 minutes, and cast Secret Page, and voila, instantly secure message. Or, if you have the resources and the level, you cast a sending spell, and don't bother with written notes. A scroll of secret page costs just 375gp, and each of those gets you a secure page for your message. |
| Rhuxley02-23-07, 11:17 PM | Most Useless: Heal, cuz really. 4 classes have access to1 point of magical healing, and diagnosing cause of death is pretty useless. Most Usefull: This depends on Type of character you play and your class, since i play bards, i would have to say perform: oratory, because you can use this to come up with compelling storys and metaphors, so you could work it right into a normal conversation and then use it with bardic music to fascinate and suggest without anyone knowing you tried it on them. |
| Raymond_Luxury_Yacht02-24-07, 01:33 AM | Diplomacy, hands down. What other skill can get you a horde of fanatic followers? |
| nnnnn02-24-07, 02:09 PM | The worst skills? ... I'd go with Use Rope, Spellcraft and Concentration. Wizards need to make a Spellcraft check to learn a new spell. And if you fail, you can't retry until you have more skill ranks (i.e. next level). This makes Spellcraft one of the most important skills for a wizards. nnnnn |
| wizarddog02-24-07, 03:10 PM | The best and worst depends on the game you play and the DM. If the DM thinks a skill will not help a character in a situation then it's not going to help-period. It's up to player to convince the DM that a certain skill will pretain to usefulness. Plus don;t forget that the Synergy pluses in Decphier script (and Spellcraft) add to Use magic Device with scrolls, and used rope synergy with Climbing and escape artist when used with rope. The arguments against them assumes that the skills can be replaced by spells but if you play a campaign with sparse acrane casters and magic the skills become very important. Wizarddog |
| navar10002-25-07, 03:39 AM | Best is hard to say for me. Obviously some skills are used more than others, but usefulness should also be taken into account. Forced to pick one I'll go with Spot, since it's important to avoid surprise. Listen can help too, but Spot is used more often for a surprise situation. Worst skill is Profession. Roleplaying background is fine, but for effective use, "adventuring" is the character's profession or even the character's class could be his profession. You really, really have to contrive the situation even to make a profession check. A destitute adventurer who needs a few silver pieces goes on an adventure to get wealth, not do a job. Going undercover I could see a profession check needing to be made, but I'd call that a contrived situation. The character makes a profession check for this instance, but he practically never needs to make the check again in the campaign. If the whole point of the campaign is espsionage where the profession check is a regular basis, the campaign is the contrived situation since while viable and ok for a campaign, it is not the generic default. |
| mfaulkner02-25-07, 08:59 AM | I can't argue with most of the comments made about profession. However, for my character, (1 rank) in farming goes to back ground story and is explained in his history. (He is a druid/ranger). He also has profession Cooking (currently 3 ranks). Again this is for character developement. (which is an important part of roleplaying) He is always looking for new herbs and items to cook (made crab stew for the party after we killed a giant crab). Although not technically useful, it adds flavor to adventuring. He is always on the lookout for wild herbs and new dishes. (have thought about incorperating poison into this, but see as I am NG...) |
| mfaulkner02-25-07, 09:10 AM | On the issue of the best, I would say Listen and Spot are very important skills. What you can't see, you may be able to hear. The reverse is true also. Other useful skills may be class dependent. Survival (and to a degrees search) is a must for a ranger. |
| keith18702-26-07, 06:44 AM | Concertration is probably the most useful skill for any class that casts spells. Any time you take damage you have to make a check to see if you can cast the spell. On a boat or in a storm, you need concentration checks. In a tight area and got ambushed well you'll need to be making checks if you got stuck in melee. Get grappled my an enemy and have a spell that you can cast to escape well you better have a good concentration otherwise you'll fail. Like a few others have said spot and listen aren't so much the best as they are important. You pretty much need ranks in those skill to avoid being caught off guard. I don't think I've ever once seen anyone roll a forgery check ever. use rope has seem more use even when people have no ranks in it. |
| Bopple02-26-07, 06:48 AM | I can't tell which is the best. But I know Spot and Listen are the most frequently used skills. |
| Garonak02-26-07, 08:17 AM | Most used skills: Listen and Spot Skills I've almost never seen in use: Appraise and Profession. Almost all other skills has in some way saved a chars life. |