Fun with Skills


General Discussion


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I enjoy looking at the funky way some skills work, and what can be done with the skill system. Sometimes, by taking a novel perspective on a skill, you find something really interesting.

Automatic and Passive actions.
The taking of 1 and 0
We all know about taking 10 and taking 20.

Take 10:
Quote:

When you are not in immediate danger or distracted, the GM might allow you to take 10 on a skill check. When you take 10, you don’t roll a d20, but rather assume that you rolled a 10 on that die, then add the relevant skill modifiers. For many routine tasks, or for tasks you are particularly skilled at, taking 10 ensures success. If you still fail when taking 10, you might require more time and energy to succeed at that task (see Take 20 below).

Unless you have an ability that states otherwise, you cannot take 10 during a combat encounter. Also, you can’t take 10 when the GM rules that a situation is too hectic or that you are distracted, and taking 10 is almost never an option for a check that requires some sort of crucial effect as a key part of the adventure's story.

Take 20:
Quote:

When you have plenty of time to devote to a skill’s task and that task has no adverse effect upon failure, the GM might rule that you can take 20 on that skill check. This is similar to taking 10, but instead of assuming your roll was a 10, you assume it’s a 20.

Taking 20 means you are making multiple attempts at the task until you get it right. It also assumes that you are failing many times before you succeed. Taking 20 typically takes 20 times as long as attempting a single check would take (usually 2 minutes for a skill that takes a standard action to perform).

So what are "Take 1" and "Take 0". Pseudoconcepts, they aren't official rules, but it is a way to frame a level of effort.
'Take 20' Is taking an extended period of time and fully applying oneself to the task. 'Take 10' is an everyday task with everyday levels of effort involved. 'Take 1' then, is the result of applying the minimal amount of effort given one's skill level, it can be considered as actions that can be performed "automatically" when attempted. 'Take 0' similarly, is when you apply no effort to a task. No mental strain, just do it.

So, with those defined, what funny things can we see by looking at the skills with the concept of "take 1"(Automatic actions) and "Take 0"(Passive actions) in mind?

Acrobatics:
Balance- Balance DC's are measured primarily by the width of the surface. Take 1 here would simply refer to how narrow one can place their feet and walk with natural pace and stride. Take 0 however, could be seen as the natural foot placement. A character with +10 acrobatics might walk with the width from the average of their path, to the edge of their foot being less than 6.5 inches(half the width of the maximum that falls into the DC bracket for 10)
Escape, Fly & Tumble don't have much interesting. If you find something, please let me know
Athletics:
Climb- Before starting, it should be noted that by the rules, unless there is a hazardous modifier to the DC, a creature with a climb speed can automatically climb a perfectly smooth surface( DC - ). A Character with +5 Athletics(Climb) feels no significant difference between any angle they attempt to walk up.
Jump- "The Majestic Stride". Let's define taking 1 as actually pushing off a surface with both feet(for a creature with two feet). The take 1 jump is just (the modifier+1)/2 feet. But Taking 0 is where it get's funny. What would it look like to jump with no effort? Well that's pushing off with one foot and landing with the other; a step in other words. Given the distance traveled and that a jump is more slightly more push than a step, chaining these together could look like an amusing prancing run(or headlong sprint, depending on posture). Each 'jump' in this run would be it's own action. You land from jump A and kick off for jump B. So, no running start. Your sprinting stride could thereby be classified as half your Athletics(Jump) modifier. Which gets hilarious when you consider that anyone with a speed over 35 gains a +4 to jump(effectively +2ft to the stride).
Swim doesn't have much interesting. If you find something, please let me know.
Bluff:
Pass secret message- Anyone with a +19 Bluff modifier can Communicate with someone through pure bodylanguage or facial expressiveness.
Computers is all scaling DC's. However, a master hacker with a computers modifier of +36 almost instinctively gains root control of a tier 1 computer system.
Culture:
Decipher Writing- This skill usage specifically calls out taking a minute to decipher 250 words. But of interest is that someone with +20 can choose to read slower than normal and understand basic information written in an unfamiliar language. Such a person is a linguistic master who can simply take 10 to decode any code or crack any language, even dead ones.
Diplomacy: A character with +10 Diplomacy might not know a thing, but if it's common knowledge, he can ask almost anyone on the street and get the answer as easily as some people get the time.
Disguise is opposed. I'm not sure how it fits here.
Engineering:
Arm Explosives: A character with +9 Engineering can connect the wires or dial to arm an explosive while cinematically doing something else. Like tying a shoe or reloading a firearm.
Access Stability: While it takes a minute, it's easy to imagine that a character with +20 Engineering simply knows the level of stability of a complex structure like a starship hull. When properly examining a hull, said character can find simple design flaws that could be catestrophic. Or when actively mulling the problem over, such a character can determine how difficult it would be to sabotage said hull, to create the aforementioned slight flaw.
Disable Device: If a character has a modifier one less than the DC of the lock, they could logically simply stick something in and rake(proper term) a tumbler based lock open with one fluid movement. For electronic locks they likely have a small battery they customized such that it short circuits any system it's properly applied to in passing.
Intimidate is opposed. But the Take 0 could show how easily someone is to simply be scared of you based on their HD
Life Science is a knowledge skill. A high enough modifier may simply indicate an encyclopaedic knowledge of increasingly more obscure creatures. Or the ability to extrapolate information on a creature based on looks alone.
Medicine:
Treat Disease: The minimum DC in the core book is 12, the maximum in the core book is 18. A character with +18 in Medicine can likely identify any core rulebook disease simply at a glance of the symptoms, and knows the exact treatment without requiring any consideration.
Treat Poison: This is where Medicine gets funny. There are two Inhaled poisons in the core book, so a character with a +15 Medicine knows the exact maneuver to force the body to expel as much of them as possible. A character with a Medicine of +20 knows how exactly to apply the proper use of spit polish to clear away most of a contact poison to help someone fight it off, Perhaps the medic is cruel and simply spits on the wound and tells the person they'll be fine? A character with +17 Medicine can; punch a friend in the gut and then stick some fingers down their throat to make them throw up even the worst ingested poison in the core book. I can't think of a funny way to portray being good enough to deal with Injury poisons, but the highest modifier required there is +21 for Dominion Bile.
Mysticism: A character with +15 Mysticism knows all Cantrips and 1st level spells by instinct upon witnessing their being cast.
Perception:
Search for Traps- Here I want to mention taking 20. The official wording of Taking 10 states it can't be done while "in immediate danger or distracted". While take 20 states only that the "task has no adverse effect upon failure". Perception to search for Traps, and the Traps section, does not include any mention that if you fail by a particular margin you trigger the trap if present. As such, it can be argued that if the searcher has 1 minute to spare, there is no reason not to take 20 searching a door for traps. Take 20 can technically be done while in immediate danger or distracted, only take 10 cannot. And the only consequence for failure of the perception is not finding the trap, and you're allowed to try again.
Search- A character with +20 Perception is passively aware of any secret compartments on an object they are interacting with.
Piloting: A high enough modifier assures success in starship combat actions. A character with +25 Piloting is constantly aware of their position in the material universe in relation to their home base, provided they can see the nights sky.
Profession is simply an algorithym of modifier in, result out.
Sense Motive:
Intercept Secret Message- A character with +20 Sense Motive automatically recognises when people are trying to communicate secretly, and can most of the time understand the message being conveyed.
Sleight of Hand and Stealth are typically opposed skills.
Survival:
Endure severe weather- A character with +15 Survival might effectively have a passive +2 bonus to Fortitude saves to endure severe weather
Predict Weather- A character with +15 survival is passively aware of the expected weather conditions for the next 24 hours at his current location at all times.
Orienteering- A character with +15 survival is passively aware of all natural hazards whilst travelling overland.

That's the fun stuff I can find for if your modifier is high enough. This is purely faffing around. I do not mean to imply that any of these should be passive buffs when your modifier is high enough, simply that such a character would not need to roll should they choose to attempt to do such a thing. I jsut find some of these funny, or fun, or good jumping off points for describing a character who is exceptionally good at a particular skill. Hope you folks enjoy too!

Grand Lodge

Pathfinder Rulebook, Starfinder Roleplaying Game Subscriber

I also like this, I’m a big fan of systems like passive perception in 5e, and having certain things automatically be known if you’re proficient with (or have ranks in) a skill.
For example, I allow anyone with ranks in engineering equal to the item level of a standard pact worlds weapon, armor, or piece of tech automatically identify it. Just sorta lets things run quicker, too.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Dotting for reading later.

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