
HELLFINGER |

OK, My players, when they are creating their characters, always take some time to figure what skills they're gonna get.
But they usually don't care about gather info skill.
And actually, from all the skills, gather info is one(in my opinion) of several "weak" skills, let's say.
You don't actually need to have it, except if you are a bard or rogue or can 'waste' skill points, and even though you usually just get 3-5 ranks on it.
The reason I think this happen is that you can simply ask questions, don't having to make a gather info test. And I think asking qeustions is part of roleplayong so I think that gather info may interfere with roleplaying in some way...
**So, what's your opinion about it??

Arcmagik |

Actually, the more social skills are suppose to work in conjunction with roleplaying. Example would be Diplomacy. The skill takes a minute to use, so your characters have to roleplay around trying to explain things, or make amends or whatever and then roll a diplomacy check to determine how the NPCs react.
I don't know what rolls are suppose to be hidden and what aren't, as I let all my players roll their own rolls, even hide and move silently (since in 3.5e, even a low roll doesn't mean you failed), same with search, spot, and listen.
As for the Gather Information it should be used at the end of a small conversation where the characters have asked questions to determine if they get any useful information. Joe Nobody may or may not know the questions being asked, and thus Gather Information comes into effect, if they succeed he does know, if not he knows nothing or maybe a false rumor (the PCs don't know if they failed or not if you don't tell them after they roll, base your NPC's knowledge off those rolls.)

Tequila Sunrise |

It has been noted before, and I agree, that Gather Info is meant to replace roleplaying dozens of conversations with an equal number of Joe Nobodies. When interacting with specific NPCs, roleplaying is the answer, but who wants to roleplay a day of tavern hopping and buying the local yokels drinks and getting them to talk?

ultrazen |
It has been noted before, and I agree, that Gather Info is meant to replace roleplaying dozens of conversations with an equal number of Joe Nobodies. When interacting with specific NPCs, roleplaying is the answer, but who wants to roleplay a day of tavern hopping and buying the local yokels drinks and getting them to talk?
Very true. I'd hate to spend much game time runnning around inns and taverns and shelling out spare coppers for ale for all the Joes.
One way to increase the value of Gather Information is to have the character attract the wrong kind of attention on a very poor roll or find a regular, reliable source (at least on a given topic) for a spectacular roll. For example, not only did you not learn about any secret entrances to the castle, but you notice a couple of guards looking at you with suspicion. Or, not only did you find that there is a secret entrance to the castle, but Joe Somebody is an ex-guard with a grudge against the present guard captain.
However, if the players do some really great roleplaying or come up with a really good course of action to get their information, I'd probably let the roll go, at least for that time. I don't see the point of allowing a potentially bad roll get in the way of a good idea and good roleplay.

delveg |

You could emphasize that you'll use gather info as a "streetwise" skill. In other words, with out it you can wander around all night, buying drinks randomly and speaking to everyone-- or, with gather info, you spot the likely contact for the Blacksmith's Guild, have a quick chat, and get the information you're looking for.
Played this way, the PCs will always get the information they need-- it's just faster and cheaper if they have good gather info. That'd be particularly useful if they're tracking someone and don't want to fall behind...