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93 points

Remember: RAW, the ability that gets used on a skill check is determined by the DM. STR is a perfectly valid ability for Intimidation.

On a related note, God I hate these skill systems, as an old-school DM. If you try to intimidate someone and it makes sense for it to work, it works.

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33 points

There are a lot of things I like about 5e, but charisma making you good at ALL forms of charisma simultaneously is one of my least favorite changes they made.

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25 points

I really dislike the 6 traditional stats for many reasons, and this is one of them.

The chronicles of darkness games have a nicer stat system, in my opinion. It’s 3x3. One axis is Power - Finesse - Resist, and the other is Physical - Mental - Social. They have names (strength, dexterity, stamina are the physical ones, for example), but this is the underlying concept.

Demanding people’s attention is Social Power. Being subtle is Social Finesse. And keeping cool is Social Resist. Now it’s possible to make a character that is The Center of Attention who isn’t subtle, or someone who cannot be spooked but also isn’t very good at talking to people.

If I was going to do some hacking to D&D, I would probably rip charisma out entirely. It’s half-baked and its implementation introduces a lot of un-fun problems.

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5 points

That’s a cool system. I haven’t heard of that game before.

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1 point
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Most of the times we decide spontaneously what ability to use for a certain skill. The fixed stat+skill is super annoying and breaks immersion.

The wisdom 20 / int 8 Druid not being good in medicine? … yeah maybe not good in school-medicine but knowing what herb can treat what illness is a thing of wisdom, not intelligence by default.

Then, yes, Strenght for intimidation.

Intelligence for deception - think of an elaborate network of pseudo-facts and weave them together in a complex way so the “opponent” is so overwhelmed that he just choses to believe you.

And so on so on…

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5 points

I like your philosophy of trying to pick a more appropriate skill when it feels right. I need to remember that one for my next session.

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2 points

That’s why there is survival and medicine. And a roll has much more variation than the +2 or 3 that you are considering here.

And as always, if there are no chances or consequences for failure, don’t roll. That’s in the dmg.

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3 points

least favourite changes the made

Changes? 3e, 4e, and 5e all used it like that

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4 points

The scale is different. In 3e, that +5 charisma bonus is less noticeable compared to that +10 skill bonus, so specializing in a skill is more relevant.

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33 points

Well you as a DM set the DC. If it makes sense to work then set it to 3 or something, or just make it free. But setting it to succeed on anything except for critical failure makes sense, since anyone can flub their grand moment.

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13 points

I also hate the DnD criticals. First, they don’t apply to ability checks if you’re playing by the book, so the point is moot here. Second, why is someone very skilled at something just as likely to crit as someone unskilled? Pathfinder 2E does it great where you need to be over/under the AC/DC by 10 or more for a crit. Someone very good at something will critically succeed more often with that skill than someone very bad, who will critically fail more often. In fact, someone particularly skilled may not even be able to critically fail a check that’s trivial for them. The fact that a master still has a 1/20 chance to critically fail trivial things in the DnD rules isn’t ideal.

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8 points
*

There are abilities and gear that lower your crit requirement, but usually only by 1, so 5% higher chance of crit. I agree that your crit chance should go up as you get better, but only in relation to the skill of your opponent. Like I’m sure Bruce Lee could punch me exactly where he wants to 100% of the time, but not so much against Donny Yen. The pathfinder system sounds smart.

It’s definitely possible for people who have mastered things to critically fail. How many times have you drunk water in your life? Millions of times? But every rare once in a while you mess it up so bad that you put water into your windpipe. That’s a critical failure. But the chances of it happening when you’ve mastered something should certainly be far lower than 5%.

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2 points

Critical success and failures are by the book.

They are an optional rule in the Dungeon Master Guide on page 242.

They are as optional as Multiclassing and Feats.

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5 points

Also you can just give advantage if it’s such an obviously threatening situation.

That should easily make up for the lost + in Charisma modifier.

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4 points

If you try to intimidate someone and it makes sense for it to work, it works.

I can see making a CHA save for the victim, but (IMO) the DC should come from the situation, not the PC stats.

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