Overview of Pathfinder's Skills: Perception

Perception (Full Description on PFSRD)(-C’s Post)(-C’s OTHER Post): I doubt there is any skill quite so divisive as perception. I hardly feel qualified to assess it. So many dozens or hundreds of men and women much more experienced than I have spent so many forum threads and blog posts debating back and forth over the issue of perception that I feel presumptuous even attempting to resolve it. But that’s what I signed up for when I said I was going to begin this series of posts, and I’m not going to back out now, so here we go.

If you recall from earlier in this series, I believe disguise and escape artist are two skills which should be house ruled out of the game because they are needed so incredibly infrequently as to be useless. Well, if those skills commit the sin of a deficient frequency, then perception commits the sin of excessive frequency. The skill is so frequently called for, and so necessary, that -C uses the term “Skill Tax” to describe it. Putting points into perception is more of a requirement, than an option. And if something is a requirement for effective play, why clutter up the skills list by giving players the illusion of a choice?

But I’m getting ahead of myself. If you’d like to have perception torn to pieces in front of your very eyes, read -C’s two posts linked above. He’s done a superb job highlighting the problems with this skill, and I feel no need to repeat that task. As daunting as it is to attempt to resolve the problems with perception, I have no qualms about stating quite firmly: perception does have problems.

Pathfinder uses perception in two different ways: one which I’ll call active, another which I’ll call passive. Active perception checks are generally requested by the player. “I’d like to make a perception check to search this room,” or “I’d like to listen intently for someone sneaking up on me.” Active perception checks occur when the character is primarily engaged in the act of looking, listening, smelling, feeling, or tasting. Passive perception checks (sometimes called “reactive”) most often occur without the player’s knowledge. They are rolled by the GM, in secret, to determine whether or not a character is able to perceive something. This might happen when there is a faint scent of cooking coming from behind a door, or if someone is attempting to move without the player’s noticing them. Passive perception checks are useful for information which the players might not be looking for specifically, but which the characters might nevertheless notice and find useful if they’re alert.

Pathfinder is actually pretty vague about when a perception check should be rolled, and what information a player should be able to gain from it. As such, we can’t exactly blame the game for the fact that many GMs and players use it as a substitute for creating & interacting with an actual environment. However, the game would function better if it presented a more focused version of this skill. In the hopes of correcting this oversight, I’ve broken perception down into its component parts. Below are the various uses I’ve seen for perception, and my attempts to work out what the skill should apply to, and what it shouldn’t.

Active Perception: Primarily used to find hidden treasure, discover secret doors, and avoid traps.

If a room contains treasure, that treasure is either obvious, or not. Obvious treasure, such as that found in a chest, on the body of a foe, or simply laying on the floor, should never require a perception roll to find. So long as the players say they’re searching the body, or opening the chest, they should be allowed to find the treasure. I would hope that was self evident. If a treasure is not obvious, then the players ought to be forced to look for it if they want to find it. The GM should describe the environment the players are in, and if they feel there may be treasure present, they can describe to the GM where they look for it.

What could possibly be gained by having the players roll to discover non-0bvious treasure? If their roll succeeds and they find the treasure, then it’s not functionally different from obvious treasure. It simply required the extra step of rolling a die. If, on the other hand, their roll fails and they don’t find the treasure, then the treasure effectively does not exist, because they can’t find it. It’s not as though it’s fun for a player to simply be aware that treasure was hidden before they found it. What is fun is the process of finding that hidden treasure. Coming up with the idea to search for loose bricks on the wall, and being rewarded by finding a bag of 30 gold is a lot more fun than entering a room, rolling a die, and being told you found 30 gold behind a loose stone.

Locating secret doors is somewhat different from finding non-obvious treasure in two important ways. First, the hiding place of even the most well hidden treasure ought to be mentioned in the room’s description. If it’s not, then the players have no way to know where to search That doesn’t mean you need to drop obvious hints, simply that it’s not fair to hide treasure under a bed without telling the players that the room contains a bed. On the other hand, secret doors are most commonly built directly into the walls or floors. Since those are present everywhere, there’s no good way for players to search for secret passages intelligently. The second difference is that treasure is an end unto itself. It, along with experience points, is how players are rewarded for successful play. Secret doors, on the other hand, exist only as a means to an end. That end being whatever lies beyond the door. Though the joy of discovery shouldn’t be discounted.

Given those differences, I think it is reasonable to allow players to roll perception checks to discover hidden doors. The area for such a perception roll should be relatively small–perhaps 15ft square, centered on the character. Some characters could even be allowed to find hidden doors with a passive perception check, if they passed within 10 feet of it. Traditionally this is an ability which was given to elves, but perhaps it would be better if anyone with 5 ranks or more in perception was given the chance to automatically discover hidden doors. Reducing the act of finding a hidden door to a roll does come with a danger, however. If the entirety of the interaction is rolling to look for a door, finding a door, opening the door, and going through the door; how is that any different from rolling to find non-obvious treasure?

I would propose that a perception roll allows players to, as -C puts it “learn the location of the secret door but not how to open it.” Once they know the door is there, the players are free to attempt to bash it down if they wish. Though in some cases that may be pretty difficult. Alternatively, the players can search for the mechanism within the room which opens the door. Perhaps a loose stone needs to be pushed in, or three worn-down keys on a piano need to be pressed simultaneously. And if the players notice the loose stone or the worn-down keys before they find the door in the first place, then the discovery of a secret passage will be made all the more exciting.

Using perception checks as a means of finding traps is something I’ve struggled with as of late. My party’s rogue has frequently complained of the tediousness involved in searching every door, every chest, and every trigger that they find in order to avoid the handful of traps in each dungeon. And I have to agree: it is tedious, and not at all fun. I suppose I could make it less tedious by simply adding more traps to my dungeons, but that seems like a lazy solution. The problem is not that there’s an insufficient amount of things to find, it’s that excessive rolling is boring.

Pathfinder has a rogue talent called Trap Spotter, which allows rogues to make an automatic, passive perception check whenever they are within 10ft of a trap. I propose that this be removed as a possible rogue talent, and instead, this effect be made part of the Trapfinding class ability which rogues receive at level 1. Additionally, any character with 5 ranks or more in perception could also be granted the ability to notice traps using passive checks.

Judgement: In general, active perception checks seem to sap potential fun from the game. I propose eliminating active perception checks from the game, except when it comes to searching for secret doors or traps within a 15ft square area centered of the player.

Passive Perception: Primarily used in opposition to a sleight of hand and stealth checks or to notice fine details in an environment.

Sleight of hand may be the single most well-designed skill in Pathfinder, and rolling perception against it is a reasonable method of conflict resolution. There is no need to alter the way in which perception interacts with that skill. The stealth skill, on the other hand, has a number of problems, which I will detail once I write my overview for that skill. Speaking strictly on how perception interacts with stealth, however, I can find no fault. If the stealth roll is being utilized properly, then rolling perception against it makes perfect sense.

That only leaves a roll for noticing fine details in the environment. This is anything which the character’s might not notice right away. A faint smell from two rooms over, an orc’s knee sticking out from behind the barrel he’s hiding behind, or a crack in a stained glass window across the room. I think this application of the skill works well enough. Whenever I go to use it, though, I ask myself one important question: is there any reason to withhold this information?

Using the examples above, it makes sense to roll a passive perception check to see if the players notice the orc’s leg sticking out from behind a barrel. The creature is obviously attempting an ambush, and their success or failure in that attempt will hinge on whether or not the players notice him first. That’s a good use of a roll. It also makes sense to make the roll to determine if the players notice the faint smell of cooking from two rooms over. If they notice it, they have an opportunity to prepare to enter the evil cult’s mess hall, if they don’t then they’ll be surprised when they walk into a room filled with enemies. The crack in the window, however, is essential information if the players are going to figure out the room’s puzzle. If they fail their spot check, then the puzzle becomes unsolvable unless one of them decides (out of the blue) to examine the window for cracks.

Note that you’re not rolling perception based on the type of information, you’re rolling it based on how that information will be used within the game. That may seem silly and unrealistic, and it is. But realism does not equal good gameplay.

Judgement: Passive perception is mostly fine. Just don’t use it to hide information the players ought to have.

Overall Judgement: I think perception has a valuable place in the Pathfinder game. However, the game benefits significantly from reducing this skill’s importance drastically.

Overview of Pathfinder's Skills: Knowledge and Linguistics

Knowledge (Full Description on PFSRD)(-C’s Post): I’ve always liked knowledge skills, though I’m not certain why. Perhaps it’s because most games, particularly video games, consistently put the player in the position of the most ignorant person in the room. The rationale for doing so is obvious. Representing the player with an avatar who is ignorant of what is going on around them is a useful tool for justifying exposition without breaking the fourth wall. It’s lazy storytelling, but it works well enough in a pinch. Problem is: I don’t like being ignorant. I think that, perhaps, when I first encountered knowledge skills I was excited by the prospect of having a measure of control over what my character knows about the world.

I’ve always maintained that a knowledge mechanic is beneficial to the game. However I must confess, -C’s arguments forced me to seriously reflect on whether or not I was right. He presents a legitimate concern: does the inclusion of a knowledge check lead GMs to restrict information in a way which is not conducive to creating a fun game? Is rolling dice to determine a character’s knowledge of a subject beneficial even slightly, or is it nothing more than a side-effect of the knowledge mechanic being shoe-horned into the skills system? At the time I even said as much myself: “the randomization element isn’t very useful for knowledge skills […] it’s not particularly exciting and the roll doesn’t really drive the game forward.”

My thinking on this matter began to change after a recent experience at the table. My players were investigating a dungeon which had been specifically built to keep gnomes out. In one room, there were a number of statues of gnomes, which were part of a larger statuesque depiction of a battle. Nearly all of the gnomish statues, however, were actually real flesh-and-blood gnomes, who had been turned to stone hundreds of years in the past. My intent was that the players would not realize this until the end of the dungeon, where they would encounter a large number of gnomish ghosts. Once the ogre who had murdered those gnomes was killed, the ghosts would be able to tell the players about their petrified kin on the floor above. My GM notes for that gaming session were actually posted on this blog, if you’re interested.

When my players entered the room with the petrified gnomes in it, one of them actually guessed immediately that the statues might simply be petrified, and asked if there was any way they could know for certain. At first, I was a little flustered. I did not want to deny my player the right to investigate his hunch–particularly because he was right! But I also did not want to hand him information which he had no reasonable way of obtaining. The builders of this room had gone to some lengths to disguise the statues as genuine, even going so far as to include a number of real statues. And if I set a precedent of answering player’s guesses with accurate information, I rob the players of the ability to take actions based on an incorrect guess.

I then recalled that the player had put a number of points into Knowledge(Dungeoneering). I asked him to roll that to determine whether his character knew of any method to differentiate between petrified beings, and finely crafted statues. I set the DC at 15, and the player succeeded. I then confirmed for him that, yes, these statues were in fact petrified gnomes. A fact which the party managed to learn long before I had intended them to, and which proved to be quite relevant when they continued through that dungeon in the next session.

In this case, the Knowledge skill did exactly what I want a skill to do. It took a situation where the outcome was uncertain, and it resolved it with a minimal amount of wasted time. It allowed the players to succeed in a way which I had not intended them to be able to succeed. Even if the roll had failed, demonstrating that none of the players were able to determine petrified creatures from statues, it would have simply created a different interesting situation. One in which the players needed to seek out the answer to their question

Judgement: Like crafting, knowledge works well in its current state, but isn’t good enough. Also like crafting, I plan to devote some of my upcoming time to a complete redesign of the knowledge skill, in the hopes of making its ideal function more apparent, and shaving some of the fat from it.

Linguistics (Full Description on PFSRD)(-C’s Post): To my knowledge, linguistics is unique amongst skills, in that its primary use (learning languages) is accomplished by putting points into the skill, rather than rolling skill checks. Which isn’t to say skill checks are never made with linguistics, simply that none of those checks would (on their own) justify this skill’s existence in my eyes. Aside from learning languages, you  can create or detect forgeries, and you can also decipher writing in an unfamiliar language or dialect. Officially, that’s all you can do with a skill check, and neither of those two is very likely to come up frequently enough to justify the skill’s existence.

Regarding the creation and detection of forgeries, how often will this actually show up in a game, honestly? In all my years of playing and running both Dungeons and Dragons, and Pathfinder, I don’t believe I’ve ever had cause to forge a single document. I’ve never been to a city which required me to carry identification papers, nor have I tried to deliver false orders to a group of soldiers. I’m not saying these occasions will never arise–they might! But will they arise often enough for this use of the skill to provide a significant frequency of use? No, probably not. That’s why Paizo combined the old D&D 3.5 forgery skill into Pathfinder’s linguistics skill, and that’s good. But if there is no other justification for having the skill, then creating/detecting forgeries wouldn’t provide that justification.

The other use of the skill which calls for rolling dice is deciphering writing. Like forgery, this was also a stand-alone skill in D&D 3.5, called decipher script. The idea is to provide players with the chance to interpret written languages they don’t know, or writing which is otherwise incomprehensible to them. It’s like reading Chaucer for you or I; it may be English, but understanding it is a difficult skill to master. Indecipherable writing is a challenge players may face somewhat more often than forgeries, but still not something they’re likely to encounter often. And even in those cases where it does come up, there is more often than not going to be a simpler and more entertaining way to solve the problem: finding someone who is fluent in the language for example.

I propose a new feat; Master of Writing. Players with this feat can decipher any written language with perfect accuracy after 1 hour of study. They are also able to create and detect forgeries with perfect accuracy, so long as they have seen a copy of the “real” document at least once before.

Which only leaves one purpose for this skill: learning new languages. Since that doesn’t require any rolling, it seems obvious to me that this skill has no justification for remaining in the game. But how, then, should a character learn new languages? In D&D 3.5 this was handled by spending a skill point, but that hardly makes sense. Normally, spending a single skill point allows you to become roughly 5% more likely to succeed at a given task. So why should skill points suddenly become so potent when it comes to learning new languages? And as I learned with The Owlbear, there aren’t even enough official languages in the game to support this system to its logical conclusion.

Additionally, why should characters be allowed to learn languages so quickly? I’m not suggesting that we force players to waste in-game years learning languages in pursuit of realism, but why not attempt a middle ground? A character who wishes to learn a new language must either be traveling with someone who speaks the language fluently, or must purchase a book for 10gp which teaches the language. The character must spend 8 hours of light activity studying the language each day (during which time they cannot craft magical items or perform other tasks). After 1 month, they gain enough of an understanding of the language to read, and hold conversations.

Judgement: House rule this out of the game. Languages can be learned by spending time resources, rather than skill resources.

Knowledge and Linguistics both ran a little long, and the next skill on the block is a doozy, so only two skills for this post!

Overview of Pathfinder's Skills: Handle Animal to Intimidate

Handle Animal (Full Description on PFSRD)(-C’s Post): Before I start talking about this skill, I’d like to point out that it does not grant a character the ability to improve an animal’s attitude towards the party–that’s a class skill which is possessed by Rangers and Druids. I mention this not to be patronizing, but because I myself made that mistake. I went so far as to write an entire critique of it before realizing my error.

With that out of the way: I don’t like this skill. As best as I can determine, it’s simply intended as a time-sink. Handle Animal presents a remarkably complicated system for spending a week at a time attempting to train a domesticated animal to perform a trick. If you fail, you can simply spend another week, make another roll, and try again to teach your dog to sit. Once trained, either through luck or attrition, another check will be required each time you wish the animal to perform that trick.

Now, I will freely admit that I am not an ‘animal person.’ If I’m being completely honest, I kind of hate animals. And if their barking, hissing, and chattering is any indication, animals don’t really like me either. I’m fine with that. They stay away from me, I stay away from them. But I do know people who like animals, and based on what I’ve heard from them, this model isn’t really an accurate representation of what it’s like to train an creature. It strikes me that a much better method of training animals would be to allow any character who wants to train an animal to do it in a set amount of time. Perhaps that amount of time can even be modified by their charisma bonus. More difficult tricks could be taught if the character had a the “Handle Animal” feat. Perhaps there could also be a limit on the number of animals you could domesticate, which would be raised when a character took the feat.

Judgement: House Rule this skill out of the game, and allow players to train animals as they please. Rangers and Druids can use the Diplomacy skill, rather than Handle Animal, for their Wild Empathy checks. (Both would gain it as a class skill)(Though, I have my problems with Wild Empathy as well.)

Heal (Full Description on PFSRD)(-C’s Post): I’ve always been somewhat dubious on the usefulness of the heal skill. It is not potent enough for a party to feel safe adventuring without a cleric, and if the party does have a cleric, magical healing makes the skill almost completely useless. However, there will always be times in the heat of battle when the cleric is out of range, or perhaps even unconscious themselves. And if the party does decide to go adventuring without a cleric to aid them, then I’m sure they’d rather have the heal skill than nothing at all. In the absence of a clear solution, let’s break the skill down into its various functions to see if they will better illuminate the usefulness, or lack thereof, of heal.

The primary use of heal is to stabilize dying characters. Whether or not this will be needed frequently depends largely on what kind of game the GM runs, and how methodical the players are. It may never come up at all, or it may come up all the time. I can’t think of a more entertaining way to pretend to bandage someone, so the skill doesn’t circumvent fun. But is it necessary that the action’s success is uncertain? I’m tempted to simply allow all characters, or at least those with heal as a class skill, the ability to stabilize adjacent characters automatically with a standard action. In my experience, however, a player dropping below 0 HP is a moment of excitement for the party. Everybody is worried that the bleeding character will die, and those adjacent to him must make a choice: do they attempt to help their fallen comrade stabilize, or do they try to end the battle quickly so they can devote their full attention to the dying character? It’s a tense decision. An exciting decision! A decision whose impact might be lost if there was no chance that the player might fail to stabilize their companion. Though the check might be a little too easy. Perhaps 10 + [current # of HP below 0] would be a more appropriate DC for the heal check?

Long-term care and treating wounds from Caltrops etc. are both a little silly, since neither would be performed in battle. So a character with 1 rank in the skill (and at least 12 Wisdom) can automatically succeed at either of these tasks by taking 10 on their roll. So neither of those can justify the skill on their own. Allowing characters to “Tread Deadly Wounds” doesn’t seem to add much value to the game, to my thinking, but I have no real problem with it so long as it isn’t harming the game. Lastly, treat poison and treat disease are both solid abilities.

Judgement: I had honestly expected that I would recommend this skill be house ruled out of the game, but after consideration, it seems as though it is useful enough to be left in the game in pretty much its current form. I would say, however, that it could use a bit of a redesign.

Intimidate (Full Description on PFSRD)(-C’s Post): Intimidate is the third NPC interaction skill, with the first two being bluff and diplomacy. As I mentioned when I covered those skills: I think there really ought to be a social resolution mechanic which is completely independent from the skills system. But since I’ve said this all before, I won’t bother going over it again. Such a system would be, after all, a large deviation from the rules, and not something I could cover briefly here. In the absence of such a system, my solution for both bluff and diplomacy was to require multiple checks for each interaction, and to place more emphasis on circumstance bonuses from role playing.

My solution for Intimidate is to remove it from the game completely.

Intimidate is probably one of the most ridiculous skills in the game. It honestly makes no sense whatsoever. Consider this scenario: you are a humble bartender. One day, a 9ft tall human barbarian starts a fight with some other patrons. Things turn ugly, and the barbarian starts punching people hard enough to smash their brain pans. Dead bodies are starting to pile up, but the barbarian’s rage is just getting started. He draws his axe and cuts your husband in half. He then grabs your 2 year old child by the head, and holds the child up in front of you. “GIVE ME A FREE DRINK OR I’LL CRUSH THE CHILD UNTIL ITS BRAINS OOZE BETWEEN MY FINGERS!” the barbarian shouts.

“No free drinks!” you reply. “And you’ll have to pay for those tables you smashed!”

Where did you find such courage? Well, the barbarian used charisma as a dump stat, never put any points into intimidate, and only rolled a 1 on his check. Even with the generous +16 circumstance modifier the GM gave him, he failed to overcome your five levels of expert, and wisdom score of 14. Obviously this is an extreme example, but my point is that there are lots of was to be scary: large muscles, brandished weapons, flashy spells, etc. Having the skill tied to charisma makes no sense. Allowing characters to take a feat to substitute their strength makes even less sense, since the feat’s existence seems to acknowledge the problem, yet attempts to solve it by forcing players to jump through a ridiculous hoop.

I don’t see why intimidation requires a resolution mechanic at all, actually. It seems to me as though this kind of thing is best handled by the GM’s own judgement. A mechanic is useful for diplomacy and bluff because those actions represent a kind of subtle combat. The player is attempting to influence an NPC with a series of lies, or arguments which are built one atop another, all while the NPC is trying to look out for their own best interests. Intimidation is not quite so refined. When you put a sword to an orc’s throat and tell it to stop kicking a puppy, there are two possibilities: either the orc cowers in fear, or it attempts to attack. That’s a pretty simple decision for the GM to make on their own.

And for those cases where intimidation is part of a more amicable, subtle kind of discussion, just make it a circumstance bonus for a diplomacy roll. Rename diplomacy to “influence” if that makes you more comfortable.

Judgement: House rule this skill out of the game. Handle it either with GM arbitration, or as a circumstance bonus to a diplomacy/influence roll.

Overview of Pathfinder's Skills: Disable Device to Fly

Disable Device (Full Description on PFSRD)(-C’s Post): Disable Devices has always seemed, to me, to be one of the most solid skills in the game. But, in recent months I’ve started to notice its flaws more and more. For picking locks, it works fine. Though I dislike the fact that “you should always take 20 when picking locks” is a kind of unwritten rule. It’s crap like that which serves as a barrier to new players trying to understand the game. As a lover of rogues myself, it took me an embarrassingly long time to figure out that the skill was balanced around taking 20. It’s almost as though the game is trying to force you to learn to manipulate the system. But the simple solution to that is just to inform your rogue players that they’ll want to take 20.

The real conundrum with Disable Device is traps. Sometimes the skill makes perfect sense as a means of disabling the trap. Other times, the players can simply tell you how they want to disable a trap. If you really wanted, the GM could even go so far as to come up with a mechanism for how each trap works, and let rogue players actually try to figure out how to bypass traps. But if you do that, then the skill is unnecessary. And if you only use the skill roll for some traps (like pressure plates, or doorknob needle-traps) but not for other traps (like trip wires), then where do you draw the line?

I’m honestly not positive about how I want to handle Disable Device in the future. For now, I’m trying to give my players more opportunities to figure out traps on their own, to see if that’s something that will even work at the table. But, if players prefer to make a disable device check, I’m not going to force them to do anything.

Judgement: Could use some refinement and there should never be “suppressed rules,” but is otherwise a solid skill.  Could possibly be made more interesting, but I am not yet sure.

Disguise (Full Description on PFSRD)(-C’s Post): One of the major flaws with the skills system is that not all skills are created equal. Some skills will be needed three or more times per play session, while other skills may only be needed once every two or three play session. Some skills might have a major impact on play, while other skills impact the game in more subtle ways. Some skills even provide small tactical advantages in combat, while most simply don’t. It’s not a perfect system, but so long as everything remains within a standard deviation of usefulness, the game works itself out. I’ve never met a player who felt they needed to put ranks in acrobatics, simply because it makes it easier to move through an enemy’s square.

But disguise doesn’t fall within that standard deviation. It is an outlier–an extreme outlier. Disguising yourself is less of a general skill, and more of a specific plan. It comes up so infrequently that I honestly can’t remember the last time I had a player use it, aside from that one sorceress who thought it was hilarious to disguise herself as the prince just to see whether or not she could fool the palace guards. Disguise painfully fails the ‘frequency of use’ test. If you absolutely must have it as a skill in your game, consider merging it with bluff. But I don’t understand why this needs to be a skill at all.

Lets say the players attempt to disguise themselves as guards. That is probably the most common way of disguising one’s self in a fantasy adventure game. Either the players have access to guard uniforms, or they don’t. If the players don’t have guard uniforms, then it’s going to be damned difficult for them to disguise themselves as guards. They might be able to convince someone that they are guards, but that would be handled by bluff, not disguise. Yet if they rolled a 20, they could (ostensibly) throw some cheap paint on a burlap sack, and nobody would question whether or not it was a guard’s uniform.

I think a far better idea would be to allow all players to disguise themselves with a basic level of competency. For more difficult disguises, there can be a “Chameleon” feat available, which allows players to disguise themselves even if they lack the materials which would normally be necessary, or to disguise themselves as a specific, recognizable person. (For example: they could disguise themselves as the king just convincingly enough to fool a guard who has only met the king a few times.)

Judgement: House rule this skill out of the game. Allow all players to disguise themselves, and make a feat available to anyone who wants to improve their ability.

Escape Artist (Full Description on PFSRD)(-C’s Post): It’s kinda awkward for me when two skills with essentially the same problem appear right next to each other. It seems as though I’m repeating myself, because all that stuff I said about Disguise? It applies to Escape Artist as well. This is a skill which rarely comes up in the game because it is only useful in stupidly specific situations. Just how often are the players going to be bound, manacled, or in a tight space? Hint: if it’s happening often enough to justify this skill, then it’s happening too often. The only other use for Escape Artist is to escape from a grapple, but it’s only the secondary method of performing that task. It’s as though they were writing the grapple rules, and realized “Oh, hey, if people have points in Escape Artist, they’ll wonder why they can’t use that to escape.”

The worst part about this skill is that if you take a moment to break down the mechanic, you realize that the entire thing is absolutely meaningless, even in those few situations when it would ostensibly be useful. Unless a character is pressed for time or actively being threatened, they can simply take 20 on their roll. And while you can probably imagine a few situations where a character would be pressed for time, or threatened, those few situations would be even more uncommon than being bound, manacled, or in a tight space in the first place. When a character takes 20, they’ve done the absolute best that they can possibly do. So either the character succeeds and frees themselves from the bonds, or fails and the bonds are proven to be impossible to wiggle free from.

Which brings me to another problem with Escape Artist: it’s not even comprehensive! You would think that when a skill is only useful in an extremely specific situation, it would at least cover that situation thoroughly, but Escape Artist doesn’t. It only counts if you’re attempting to wiggle your way free of bonds, not if you’re attempting to break them with sheer strength, or cut them on a nearby blade. So why not simply combine Escape Artist into Acrobatics, if it must be a skill at all?

Personally, I like -C’s thoughts on this skill. Make “Escape Artist” a class skill of some kind for rogues and monks. Everyone else can either take an “Escape Artist” feat, or try to escape using their wits.

Judgement: House rule this skill out of the game. Make it available as a feat for players if they wish–it could even have a 100% success rate. Otherwise, let players attempt to figure out a method of escape themselves, rather than forcing them to rely on a fun-neutral die roll.

Fly (Full Description on PFSRD)(-C’s Post): Who the fuck thought this was a good idea? I’m not even going to dignify this one with a thorough write up.

All I’m going to say is that Dungeons and Dragons 3.5, and all the editions prior to it that I’m aware of, had a very simple system for handling flight maneuverability. It was called, “maneuverability,” and creatures could be either perfect, good, average, poor, or clumsy. It was an elegant solution, and I never wanted anything better. Yet, for some reason, Paizo decided that we needed another completely useless movement skill, like “Swim,” and to a lesser degree, “Climb.”

Judgement: This is the single worst change Paizo made to the game. House rule this skill out, and house rule the D&D 3.5 maneuverability system in.

Overview of Pathfinder's Skills: Climb to Diplomacy

Climb (Full Description on PFSRD)(-C’s Post): This is a bad skill, and should be removed from the game. Or, at the very least, merged into some kind of “Athletics” skill, along with Swim and Fly. But even that combined skill would be worthless.

Climbing is a binary proposition. Either you CAN, or you CANNOT. Perhaps some characters can climb things which would otherwise be unclimbable, or can climb things faster than other characters, but that sounds like something which would be better handled by a class ability or a feat. The few times I’ve attempted to use it have never been fun for anyone involved, and I’ve always used a single roll to represent an entire climb. Can you imagine if I called for a roll every few feet the way Pathfinder’s rules dictate?

Judgement: House rule this skill out of the game. Allow characters with STR 16 or higher to climb walls at half of their speed, and characters with STR 15 or lower to climb walls at one quarter of their speed. If the surface is particularly difficult to climb, only characters with climbing equipment can climb it. If you like, you can even allow characters with a high dexterity (16+?) to climb such walls without climbing equipment. Characters cannot climb with heavy armor. Characters lose their dexterity bonus to AC while climbing. If a character takes damage while climbing they must make a STR check to avoid falling. The DC can be 10, or equal to the damage taken, or equal to half the damage taken, or whatever you prefer.

Coming up with a better mechanic for this isn’t really difficult. (Though most of that was pulled from -C, I admit.)

Craft (Full Description on PFSRD)(-C’s Post):

I do not like the craft skill, because I love crafting.

When -C covered this skill, his primary complaint was about the stupidity of crafting having random results. Which, I agree, is a problem. But that’s not my only problem. The entire implementation just seems strange to me. In order to craft any magical items (i.e. anything worth taking the time to craft) characters need to take a feat like “Craft Magical Arms and Armor,” which means that the craft skill is only valuable to those who are willing to sacrifice a feat. And if the character isn’t a spellcaster, they need to take two feats. One to be able to craft magical versions of whatever they’re able to make, and another (“Master Craftsman”) to be able to use scrolls to imbue items with magic.

So remind me: what are the Craft and Use Magic Item skills for? How can a character have max ranks in both of these things, yet still be unable to craft a magic item because they lack two feats? It’s frustrating how often I find myself linking to my post on the problem with feats, but the damned thing never stops being relevant.

I know this is never a popular thing to say within the tabletop gaming community, but I think World of Warcraft got it right. (I’m sure other games got it right as well, WoW is just a game which I’m very familiar with). For those who don’t play, I’ll break it down: every character in WoW is able to learn two of the ten available professions, which include things like “alchemy,” “blacksmithing,” “leatherworking,” and “tailoring.” These professions are developed independently from the character’s other abilities. Players are never forced to choose between “learn a new combat ability” and “learn to craft better,” which is precisely the choice being forced by Pathfinders feat requirements.

The progress of these crafting abilities is throttled in two ways: first, players must raise their crafting skill in order to craft better items. This seems logical to me, unlike Pathfinder’s “one out of twenty times, a novice painter will create a masterpiece” nonsense. The second throttle is patterns/schematics/blueprints. or what have you. Essentially, none of the best items in the game can be crafted until first finding instructions on how to craft them, which are often guarded the game’s most ferocious monsters.

I doubt restricting players to patterns would work very well in a game like Pathfinder, and I don’t think it would be good to try. Players who become invested in their crafting should feel as though they can create anything, so long as they can figure out a good way to do it. However, finding patterns to create powerful items could certainly be used to get players more interested in crafting. If a wizard finds a book detailing the method for crafting a powerful staff, they’re going to want to figure out how to make it.

Judgement: Crafting functions adequately in its current state, but adequately isn’t good enough. Sometime soon I plan to write a more detailed house-rule to replace the current Crafting mechanic entirely.

Diplomacy (Full Description on PFSRD)(-C’s Post): The way diplomacy works is a problem. A huge problem. The fact that diplomacy is so broken as to be absolutely game-breaking is pretty well known at this point, so I won’t delve further into that. Though, if you never have, you really ought to read up on that link. It’s a pretty amazing and irrefutable critique of the system.

Diplomacy suffers from all the problems of bluff, and then some. On the one hand, it is valuable–I would go so far as to say necessary–to have a mechanic to handle NPC interaction in a game like Pathfinder. However, handling diplomacy as a single roll with a success/fail result is ludicrously random. Players quickly begin to wonder what the point of all their well-rehearsed arguments are if all it nets them is a circumstance bonus. And since attempting to make a point honestly is both less fun than lying, and comes up more often within a game context, diplomacy isn’t able to hide its flaws as well as bluff does.

As I mentioned in the bluff entry, I really think there needs to be a united social mechanic for players to rely on. Something completely different from Pathfinder’s skills system. However, lacking that, it may be a good idea to require multiple checks for each interaction, with circumstance modifiers playing an important roll. And, most importantly, don’t be afraid of judiciously applied GM fiat. Before you call for a roll, take a moment to think: if your players succeed in convincing their target, would you be able to justify that target being convinced? It works the other way around as well. If the PC’s present an overwhelmingly powerful argument, could you justify the target continuing to be unconvinced? If the answer to either question is no, then don’t call for a roll. Simply make a decision.

Judgement: Completely broken, without question. Can be made semi-workable with some fiddling. Ought to be expanded and revised. Future games would benefit from a complete overhaul.

Overview of Pathfinder's Skills: Acrobatics to Bluff

Acrobatics (Full Description on PFSRD)(-C’s Post): This may be the single least broken skill in the game, so it’s somewhat unfortunate that I have to start the list with it, after that big angry buildup I wrote in the overview. The skill is intended for use when a character is on a narrow or uneven surface; when a character needs to pass through an enemy’s space during combat; or when a character is jumping or falling. I’ve personally found that this skill to be extremely handy when my players tell me they want to run up a wall, then back flip over their pursuer to deliver an attack from behind. Players often want to attempt the kinds of things they’ve seen in action movies, and the simplest way to accommodate that is to utilize a skill check.

My experience with Acrobatics has always been good, but it does have some serious flaws. It suffers more than most skills do from the linear probability of a 1d20 roll. Doesn’t it seem a little bizarre that someone with no ranks in this skill can jump anywhere from 1ft, to 20ft, with no result being more likely than any other? Additionally, if a GM calls for an Acrobatics check every time the game would technically require it, then rolling would get extremely tedious. Balancing and jumping are often simple tasks. Much of the time, a roll shouldn’t be required. When a roll is called for, there ought to be serious consequences for failure. Don’t simply call for a balance check every 15ft that a character moves along a narrow ledge. Call for a balance check only if the character’s footing is somehow compromised due to being attacked. And if they fail, the character falls, perhaps being granted a reflex save to grab the ledge before they do, but otherwise plummeting toward the ground below, and some scary amount of d6s.

In a recent game of mine, the party encountered a relatively small pit trap. The rogue was able to find it, but even after disarming it, there was still a 5ft by 5ft hole in the floor. Since it’s such a ridiculously small amount of space, I allowed the party’s Rogue, Ranger, and Sorceress to jump across without any problem. However, the party’s cleric was in full plate armor, had no ranks in the Acrobatics skill, and a -1 dexterity modifier. All things taken into account, she would need to roll a 12 or better to jump across the gap. (DC of 5, her roll would be -1 for dexterity, and -6 armor check penalty). The situation became particularly interesting when the cleric suggested they just go without her, since there were only two rooms to explore in that area. Of course, the Party didn’t know that a boss creature, as well as 4 giant spiders, were waiting for them. In the end, the Cleric decided to simply go for it, and successfully rolled high enough to leap across the gap. But as I’m sure you could imagine, things could have gotten very interesting if the party had encountered foes, called for the cleric, only to have the cleric fall into the pit and leave them without healing for the fight.

Judgement: This skill is acceptable as-is, but should be applied judiciously. It would benefit from from some polish and revision.

Appraise (Full Description on PFSRD)(-C’s Post): This is the skill I wish I could have started the list with. Appraise perfectly exemplifies my frustration with Pathfinder’s skills. I really hope Paizo only included Appraise in the game because they felt it was important to remain backwards-compatible with D&D 3.5 modules and supplements. This skill, as written in the Core Rulebook, has no value except to slow down play and to frustrate players. You roll the skill, and if you roll well, you can determine the monetary value of an item.

Why is it desirable to force the players through this step? What value does it serve? I honestly do not know. I certainly cannot imagine that any theoretical value it has could be worth the investment of a skill point. Even in games, such as my own, where players often find themselves in possession of non-monetary treasure, I don’t see that this skill has a purpose. When my players go to fence a piece of artwork or some other oddity, the person they attempt to sell it to offers them a price which is a reflection of how much they value the piece. If the players want to haggle, I let them, and they might get a little more money. I also allow the players various means (such as Knowledge checks) to determine if there is anyone who might be particularly interested in a piece. Gnomish artwork might be worth 50 gold to a fence, but worth 100 gold to a gnomish collector.

And in the very rare cases where your game might be served by having a buyer attempt to cheat your players, wouldn’t a Sense Motive check work just fine? (Though, we’ll get to the problems with Sense Motive later)

Judgement: House rule this skill out of the game.

Bluff (Full Description on PFSRD)(-C’s Post): The purpose of the bluff skill is to handle NPC Interaction, and I’ve written before about how I think NPC Interaction should be improved. However, the kind of improvement I’d like to see would probably require an entirely new sub-system, separate from the current skills system. Developing that idea further is outside the scope of this post. Here, I’d like to focus on working within the Pathfinder rules to improve them.

My experience with bluff has never been what I would call “bad.” Players understand its purpose, and they enjoy using it. In that regard, the skill fulfills its role adequately. I’ve even had one character who came to rely on bluff as his signature tactic, which created a lot of fun situations for everyone in the party, which is good.

My major problem with bluff, and with all social interaction skills, is that they  reduce a potentially involved and interesting process (in this case, deceiving someone) into a single, mechanical, fun-neutral roll. I wouldn’t go so far as to say that I feel social interaction should be determined entirely by role playing. In fact, I would be vehemently opposed to that. Social Interaction can be as complex and entertaining as combat, and deserves to have some mechanics associated with it. The problem is that resolving social interaction encounters with a skill check is a lot like resolving combat by rolling initiative. A single roll doesn’t do it justice.

Without entirely overhauling the system, I think the best solution is to require multiple checks for each interaction, each heavily reliant on circumstance bonuses. For example, if the party is attempting to bluff their way past a goblin patrol, the first bluff check is to keep the goblins from attacking on sight. Then, when the players attempt to convince the goblins that they’ve been sent by “the master” on an important mission, their success or failure will be heavily influenced by what details they’re able to include in their lie. Further checks might be called for when the goblins ask what their mission is, or why they’ve never seen the player characters before. Each check would be modified significantly by the player’s ability to lie convincingly. And failure might not mean the goblins immediately attack, it might simply mean they ask more questions, or send another goblin to go speak with “the master” to verify the PC’s story.

Bluff has two other uses as well. It can be used to send secret messages, which seems a little odd but I have no real problem with it. It can also be used to feint, which I do have a problem with. I spent many of my early years studying fencing, and the feint is one of the most basic maneuvers a swordsman learns. Yet fighters don’t have Bluff as a class skill. I call bullshit. Feint is a combat maneuver, just like any other. It functions the same way described in the skill description, with “bluff” replaced by “CMB” and “sense motive” replaced by “CMD.”

Judgement: Not terrible, but its use ought to be expanded and revised. In future games it would benefit from a complete overhaul.

Overview of Pathfinder's Skills: Introduction

Funny story. I’ve got a whiteboard next to my computer with a list full of topics I’d like to cover on P&P. Some topics spend a week or a month on the whiteboard before I write about them. Other topics never get on the whiteboard in the first place, they go straight from my brain to the site. A few topics have been on the whiteboard for a long, long, long time. The follow up to my Scholomance post, for example, has been on the whiteboard for almost six months! Another topic which has been up there for-fucking-ever is “A Critical Analysis of Pathfinder’s Skills.” But unlike the Scholomance posts, this one isn’t because I’m lazy. In fact, in early December I sat down to write it. I had an introductory paragraph finished, and I was procrastinating by checking blogs. That’s when I found this.

-C, of Hack & Slash, had beaten me to the punch by mere hours. He had already been doing his series on skills for a few weeks, but I had not realized he was actually planning to go into that level of detail with regards to Pathfinder’s skills specifically. I could have gone ahead with my plans and written my post anyway, but I’m a prideful man, and I didn’t want to seem derivative. Plus, I figured that reading -C’s posts (which I knew would be much more critical than mine) would give me a better grasp of each skill’s individual flaws. That would give me a leg-up when I began my own analysis. I shelved the idea, and -C assured me that his posts would be coming out pretty fast, so I wouldn’t need to keep my own post on hold for too long. Four months later when -C finally put up his conclusions, I was so overwhelmed by the breadth of his series that there hardly seemed to be anything more to say on the subject. The thought of writing the single post I had planned on just seemed silly.

But after my recent learning experience, I’m fired up and ready to criticize. I believe a good mechanic for skills can exist, but the system that Pathfinder inherited from D&D third edition is not it. Not even close. It is rife with bizarrely wide margins of error due to the problems inherent with linear probability. It confuses new players by forcing them to make choices they can’t possibly understand without first gaining some actual play experience. It reduces the impact of a player’s choices by forcing an unreasonable chance of failure even after careful planning. It tricks new GMs into thinking that coming up with a Dice Check number is an acceptable substitute for understanding the elements of a problem. And it forces more veteran GMs to make a choice: do you allow your players utilize their character’s skills, and fill your game with excessive dice rolls, or do you ignore those skills which are pointless, and frustrate the players who wasted points on skills they’ll never get to use in your game?

This is a bigger problem than I’ve attempted to tackle in my writing before, and getting through everything there is to discuss will require a number of posts. To keep things from becoming too disjointed, I’ll be skipping the regularly scheduled Friday posts in favor of putting up these skills posts in a continuous stream. Following this introduction, the next week or two will focus on reviewing each of Pathfinder’s skills in turn. I won’t be writing a single post for each skill, as -C did. Based on what I already have written, it seems as though I’ll be able to get through about three-to-four skills in each post. My focus will be on analyzing each skill’s current playability and usefulness based on my experience. I’ll also attempt to offer simple suggestions for improving each skill, with a mind toward house-rules, rather than complete system overhauls. My goal is that once I’m finished with this series of posts, it can be used by other Pathfinder game masters as a “patch.”  The idea is to streamline the system without altering it so fundamentally that other parts of the game become too broken to use. Once this series is done, there are a number of skills which will require more thorough attention. Skills which I believe are valuable, but need to be re-built from the ground up to function as they should. In conclusion, I’ll outline the more fundamental problem with Pathfinder’s skills system, and what I’d like to see in a future game which is not bound to be compatible with the blunders committed by the D&D 3rd edition developers.

There are numerous indicators which can be used to determine if a skill is good or bad, but these are the touchstones I’ll be using to keep my analysis somewhat focused:

  • What is my Experience? I’ve played enough D&D 3.5 / Pathfinder to have a pretty good functional knowledge of how these skills are applied in the game. Or, at least, how they’ve been applied in the games I’ve GMed and played in. If a skill works well in actual play, it’s probably a good skill. If it works poorly in play, it may be a bad skill, even if the reason why is not immediately apparent.
  • What is the skill’s frequency of use? If a player puts skill points into a skill, they should have a reasonable expectation that they will be rewarded for doing so. If a skill is only helpful in very rare situations, then the skill ought to be dropped and replaced with some other resolution mechanic, or merged with another skill.
  • Is it necessary that the action’s success is uncertain? We don’t roll skill checks for walking or running, even though it is possible to trip and fall. Just because we can conceive of a way in which an action can fail doesn’t mean that every time that action is performed, we should check to see if it’s successful. A roll should only be called for if the character’s ability to perform an action can be reasonably called into question. A rogue should easily be able to walk along a 1ft wide ledge without anybody wasting time on a skill check. But a check might be appropriate when a cleric in full plate is attempting to cross a 1ft wide ice bridge between two windy mountain peaks whilst orcs fire arrows at her from above.
  • Does using a skill check circumvent potential fun? What exactly “fun” means is going to be different for everyone. I work from the assumption that rolling dice is a sort of fun-neutral activity. So it is only more fun than something which is un-fun.When a skill check is the most entertaining way to solve a problem, it is good. When there is a more interesting way to resolve a problem, but the game demands a skill check anyway, that is very bad.
  • Misc I reserve the right to make up new criteria as they occur to me, because I’m the GM, and I said so.

Before ending this introduction, I’d like to remind my readership of the Rule 0 Fallacy. Rule 0 (which is gamer jargon for “I’m the GM, so the rule is what I say it is!”) is one of the wonderful things about role playing games. We are not only able, but encouraged, to alter the rules of the games we run. Sometimes we do this simply so the rules better fit our specific needs, and that’s all well and good. Other times, however, we must change the rules because the game’s design is flawed. These skills posts are an example of the latter case: Pathfinder has a terrible skills system. I blame this more on Wizards of the Coast than I do on Paizo, since Paizo was only following D&D 3.5’s blueprint. But Paizo isn’t blameless: they could have done a better job of streamlining the system than they did. In at least one case that I can think of, Paizo actually made the skills system worse.

In the coming posts, I will attempt to fix the problems with this skills system. If I’m successful in making the game better, then that’s great–but it doesn’t excuse the fact that the skills system was bad in the first place. We should expect, and demand, higher quality than this from the role playing products we purchase.

I hope you enjoy these posts. I look forward to hearing feedback from the numerous perspectives represented among my readership.