mateo jurasic
United States
Florida
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Ive been thinking about a way to make these skills better, by giving them some secondary ability besides just for a few rare checks

Divine and Arcane already allow you to cast spells, so they are fine. Melee and ranged are already super helpful with combat.

Stealth: maybe you can pass a stealth check to avoid an encountered monster and leave it where it is, but encounter the next card.
Knowledge: Pass to get a random spell back from your discard. or maybe to get a random spell at the end of the adventure.
Survival: Pass to evade a beast
Diplomacy: Pass to evade a humanoid
Fortitude: Pass to explore again.
Disable: Not sure... maybe pass to ignore the effect of a location.
Perception: Pass to look at the 2nd card of the location deck (some characters can already look at the first card.)

These would all have to cost something otherwise they would be too useful. Maybe you have to discard a card to attempt, and you could only do one a turn. They would also have to be useful for the characters with them, so slealth simply allowing an evade would be useless for the thief, since she can already evade for nothing.

thoughts? Ideas? As it is there are allies and items that give bonuses to these checks, but they are used so rarely I always ditch those items.

Mateooo
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Mike Flynn
United States
Olympia
Washington
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I think these skills will start playing a bigger role as the new adventure packs come out. No need to start "fixing" anything yet.
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