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submitted 7 months ago by Stamets@lemmy.world to c/rpgmemes@ttrpg.network
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[-] Enk1@lemmy.world 8 points 7 months ago

That's what proficiency and expertise is for. Higher charisma makes a character more naturally adept at those skills, but limited to no more than +5 unless you specialize in one of them. A +5 is nice, but when you start running into higher DC checks, like 15-20, a +5 isn't super reliable.

[-] Paradachshund@lemmy.today 7 points 7 months ago

I still think it's too generalized, but I get your thought process. A giant muscley barbarian should be good at intimidation, as should a spooky necromantic wizard, but it's not designed to make that easy to do. 3.5 did a better job at skills I think.

[-] UndercoverUlrikHD@programming.dev 4 points 7 months ago

You can always just ask the dm. Intimidate via strength for the barbarian isn't all that uncommon

[-] Paradachshund@lemmy.today 2 points 7 months ago

I am the dm, but yeah I get your point. There's always ways to homebrew things.

[-] Enk1@lemmy.world 2 points 7 months ago

As a DM, the rules-as-written are more a suggestion than rules. As long as you're consistent with applying your modified rules, give that Barb an Intimidation bonus based on STR or whatever you like. I have a pretty decent sized list of rules I treat differently than RAW, because some spells and abilities are never used - why cast anything else when you have access to Fireball?

this post was submitted on 10 Feb 2024
329 points (97.4% liked)

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