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	<title>Comments on: Always Train Your Worst Skills</title>
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	<link>http://dungeonsmaster.com/2009/12/always-train-your-worst-skills/</link>
	<description>A Dungeons &#38; Dragons Resource Blog For Dungeon Masters &#38; Players</description>
	<lastBuildDate>Fri, 30 Jul 2010 03:33:18 +0000</lastBuildDate>
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		<title>By: Kuster Jr</title>
		<link>http://dungeonsmaster.com/2009/12/always-train-your-worst-skills/comment-page-1/#comment-22283</link>
		<dc:creator>Kuster Jr</dc:creator>
		<pubDate>Fri, 30 Jul 2010 03:33:18 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=3236#comment-22283</guid>
		<description>I realize I&#039;m more than a bit late to this party, but I thought I would add my two cents.  This seems to only really be a problem for power gamers - they&#039;ll be worried about how to get the best skills or combination of skills.  If one were to emphasize the story side of things more, then one&#039;s skills should be entirely related to their backgrounds and stories (I do realize it&#039;s almost never this black and white).  Yes, the story party may be lacking in skills that could be necessary in some campaigns, but if the shortcomings came up regularly, I would have to ask what the DM is doing - the campaign should really be tailored to the characters.  At least, that&#039;s what I feel.  (Note, this doesn&#039;t necessarily apply in and LFR or other random event).  Great discussion on the topic, though.  Keep up the wonderful articles.

Kuster Jr.</description>
		<content:encoded><![CDATA[<p>I realize I&#8217;m more than a bit late to this party, but I thought I would add my two cents.  This seems to only really be a problem for power gamers &#8211; they&#8217;ll be worried about how to get the best skills or combination of skills.  If one were to emphasize the story side of things more, then one&#8217;s skills should be entirely related to their backgrounds and stories (I do realize it&#8217;s almost never this black and white).  Yes, the story party may be lacking in skills that could be necessary in some campaigns, but if the shortcomings came up regularly, I would have to ask what the DM is doing &#8211; the campaign should really be tailored to the characters.  At least, that&#8217;s what I feel.  (Note, this doesn&#8217;t necessarily apply in and LFR or other random event).  Great discussion on the topic, though.  Keep up the wonderful articles.</p>
<p>Kuster Jr.</p>
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		<title>By: Character Creation Tips — Dungeon&#039;s Master</title>
		<link>http://dungeonsmaster.com/2009/12/always-train-your-worst-skills/comment-page-1/#comment-22083</link>
		<dc:creator>Character Creation Tips — Dungeon&#039;s Master</dc:creator>
		<pubDate>Mon, 26 Jul 2010 14:03:18 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=3236#comment-22083</guid>
		<description>[...] skills. They&#8217;re likely good enough already to beat a moderate DC more than half of the time. Training your worst skills will often make the biggest difference. And if you find that you&#8217;re always failing a check [...]</description>
		<content:encoded><![CDATA[<p>[...] skills. They&#8217;re likely good enough already to beat a moderate DC more than half of the time. Training your worst skills will often make the biggest difference. And if you find that you&#8217;re always failing a check [...]</p>
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		<title>By: Have You Retrained Today? — Dungeon&#39;s Master</title>
		<link>http://dungeonsmaster.com/2009/12/always-train-your-worst-skills/comment-page-1/#comment-14958</link>
		<dc:creator>Have You Retrained Today? — Dungeon&#39;s Master</dc:creator>
		<pubDate>Fri, 16 Apr 2010 13:15:45 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=3236#comment-14958</guid>
		<description>[...] desire without even rolling. When this happens it&#8217;s time to retrain your skills and consider training your worst skills. An area that often gets overlooked are knowledge skills. When you enter into the Epic tier every [...]</description>
		<content:encoded><![CDATA[<p>[...] desire without even rolling. When this happens it&#8217;s time to retrain your skills and consider training your worst skills. An area that often gets overlooked are knowledge skills. When you enter into the Epic tier every [...]</p>
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		<title>By: Ameron</title>
		<link>http://dungeonsmaster.com/2009/12/always-train-your-worst-skills/comment-page-1/#comment-10445</link>
		<dc:creator>Ameron</dc:creator>
		<pubDate>Tue, 02 Feb 2010 17:02:15 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=3236#comment-10445</guid>
		<description>@Philo Pharynx
I often just use the PCs passive skill scores (base +10) with modifiers for good role-playing. This is especially productive during social encounters.

@Franciolli Araújo
I know that most players want to be really, really good at one or two things, but I&#039;ve learned through experience that it&#039;s better to be average at a lot of skills and to shore up your really poor skills.

@Philo Pharynx
Wow. What more can I say. Awesome list. Thank you.

@Dan
If you&#039;re a Fighter with an 18 Strength (+4) and then you wear plate armor and use a heavy shield (total check penalty -4) then your Athletics skill is only +0. It was one of your best skills before you geared up, but now it&#039;s probably among your worst. So in this case I&#039;d agree that you need to train it. But the same Fighter with scale armor (check penalty -1) and a two handed weapon (no shield) has an Athletics skill of +3. In this case I&#039;d say train something else.

This will always be a subjective argument and it&#039;s up to you to create and play the PC you want to play. I&#039;m just trying to help players who may not realize that its often better to have a Fighter with a +3 Athletics and a +4 Streetwise than a +8 Athletics and a -1 Streetwise.</description>
		<content:encoded><![CDATA[<p>@Philo Pharynx<br />
I often just use the PCs passive skill scores (base +10) with modifiers for good role-playing. This is especially productive during social encounters.</p>
<p>@Franciolli Araújo<br />
I know that most players want to be really, really good at one or two things, but I&#8217;ve learned through experience that it&#8217;s better to be average at a lot of skills and to shore up your really poor skills.</p>
<p>@Philo Pharynx<br />
Wow. What more can I say. Awesome list. Thank you.</p>
<p>@Dan<br />
If you&#8217;re a Fighter with an 18 Strength (+4) and then you wear plate armor and use a heavy shield (total check penalty -4) then your Athletics skill is only +0. It was one of your best skills before you geared up, but now it&#8217;s probably among your worst. So in this case I&#8217;d agree that you need to train it. But the same Fighter with scale armor (check penalty -1) and a two handed weapon (no shield) has an Athletics skill of +3. In this case I&#8217;d say train something else.</p>
<p>This will always be a subjective argument and it&#8217;s up to you to create and play the PC you want to play. I&#8217;m just trying to help players who may not realize that its often better to have a Fighter with a +3 Athletics and a +4 Streetwise than a +8 Athletics and a -1 Streetwise.</p>
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		<title>By: Dan</title>
		<link>http://dungeonsmaster.com/2009/12/always-train-your-worst-skills/comment-page-1/#comment-10224</link>
		<dc:creator>Dan</dc:creator>
		<pubDate>Sat, 30 Jan 2010 08:26:10 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=3236#comment-10224</guid>
		<description>I didnt read every single comment above, but in reference to maxing skills, I must say that some skills may still require training, even if boosted by a high beginning ability score.  Take, for example, any skill that is penilized when wearing heavy armor (i.e. Athletics, Endurance, Stealth, etc..).  These skills may begin with a +4 modifier from an 18 on the relevant ability, but if you add hide, chainmail, scale, or plate and throw a light or heavy shield  in the mix, you then are including a -1 to -4 modifier that can significantly reduce or even negate any bonuses from a high ability score.  So, if your players are concidering rolling a character and they desire to have the ability to succeed on a dificult physical skill check while wearing heavier armor and/or a shield, it might be in their best interest to allocate the skill training to that physical skill.</description>
		<content:encoded><![CDATA[<p>I didnt read every single comment above, but in reference to maxing skills, I must say that some skills may still require training, even if boosted by a high beginning ability score.  Take, for example, any skill that is penilized when wearing heavy armor (i.e. Athletics, Endurance, Stealth, etc..).  These skills may begin with a +4 modifier from an 18 on the relevant ability, but if you add hide, chainmail, scale, or plate and throw a light or heavy shield  in the mix, you then are including a -1 to -4 modifier that can significantly reduce or even negate any bonuses from a high ability score.  So, if your players are concidering rolling a character and they desire to have the ability to succeed on a dificult physical skill check while wearing heavier armor and/or a shield, it might be in their best interest to allocate the skill training to that physical skill.</p>
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		<title>By: A Beginners Guide to Dungeons &#38; Dragons (Part 2) — Dungeon&#39;s Master</title>
		<link>http://dungeonsmaster.com/2009/12/always-train-your-worst-skills/comment-page-1/#comment-9456</link>
		<dc:creator>A Beginners Guide to Dungeons &#38; Dragons (Part 2) — Dungeon&#39;s Master</dc:creator>
		<pubDate>Thu, 14 Jan 2010 17:33:14 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=3236#comment-9456</guid>
		<description>[...] Always Train Your Worst Skills [...]</description>
		<content:encoded><![CDATA[<p>[...] Always Train Your Worst Skills [...]</p>
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		<title>By: Ravenous Role Playing &#187; Blog Archive &#187; Friday Five: 2009-12-11</title>
		<link>http://dungeonsmaster.com/2009/12/always-train-your-worst-skills/comment-page-1/#comment-8191</link>
		<dc:creator>Ravenous Role Playing &#187; Blog Archive &#187; Friday Five: 2009-12-11</dc:creator>
		<pubDate>Sat, 12 Dec 2009 21:21:49 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=3236#comment-8191</guid>
		<description>[...] Always Train Your Worst Skills Ameron over at Dungeon&#8217;s Master.com has some decent advice on how to make a more well rounded character. My suggestion is slightly counter to his. I say you should be able to do three things very well. Once you&#8217;ve mastered those three things, then push for learning new things with your character. I think, in the end, you&#8217;ll be happier with your character. [...]</description>
		<content:encoded><![CDATA[<p>[...] Always Train Your Worst Skills Ameron over at Dungeon&#8217;s Master.com has some decent advice on how to make a more well rounded character. My suggestion is slightly counter to his. I say you should be able to do three things very well. Once you&#8217;ve mastered those three things, then push for learning new things with your character. I think, in the end, you&#8217;ll be happier with your character. [...]</p>
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		<title>By: Philo Pharynx</title>
		<link>http://dungeonsmaster.com/2009/12/always-train-your-worst-skills/comment-page-1/#comment-8144</link>
		<dc:creator>Philo Pharynx</dc:creator>
		<pubDate>Fri, 11 Dec 2009 19:16:59 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=3236#comment-8144</guid>
		<description>This idea makes more sense for some skills than others.  Some it makes sense to boost your low score, others it doesn&#039;t.  Here&#039;s my take - skill by skill.  

Acrobatics - It makes sense to boost for both low and high characters.  Low, because sometimes the whole party needs to deal with an earthquake or other hazard.  High because sometimes it opens dramatic opportunities.  Swing on the chandelier and land on the tightrope?  Sure!

Arcana - Don&#039;t bother as long as somebody in the party has a good roll.  Usually as long as somebody makes it, you&#039;re good.  This is also a default skill for most arcanists, so often somebody will have a good score in this.

Athletics - It makes sense to boost for both low and high characters.  Low, because sometimes the whole party needs to climb or jump to get out of something.  High because sometimes it opens other opportunities.  Jump the chasm to take out the mage?  Sure!

Bluff - It always makes sense to boost the high roll.  The penalties for lying are usually severe.  If you&#039;re going to lie, lie well.  In many cases, you can miss this on the low end, but it&#039;s a call based on the specific camapign and DM style.

Diplomacy - Don&#039;t bother as long as somebody in the party has a good roll.  Unless you&#039;re in a game with a lot of social interaction.  In that kind of game, everybody should have it.

Dungeoneering - Don&#039;t bother as long as somebody in the party has a good roll.  Usually as long as somebody makes it, you&#039;re good.

Endurance - Boost the low rolls, but don&#039;t sweat it if you&#039;re good.  The party will often all have to make endurance checks, but they are usually low or moderate difficulty.  

Heal - It&#039;s good to have several people with decent rolls in this in order to stabilize someone.  Especially when it&#039;s the leader that needs help.  It can also be bypassed by carrying a healing potion.

History - Don&#039;t bother as long as somebody in the party has a good roll.  Usually as long as somebody makes it, you&#039;re good.

Insight - It makes sense to boost for both low and high characters.  You never know who will be exposed to deceit, and the more good rolls the better to figure it out.  High rolls can counter the best liars.

Intimidate - Only bother if it&#039;s important to your character.  It&#039;s a skill that has risks and is rarely critical to have.

Nature - Don&#039;t bother as long as somebody in the party has a good roll.  Usually as long as somebody makes it, you&#039;re good.

Perception - It makes sense to boost for both low and high characters.  You never know when you&#039;ll be ambushed, and the more good rolls the better to figure it out.  High rolls can counter invisibility, so train high as well.

Religion - Don&#039;t bother as long as somebody in the party has a good roll.  Usually as long as somebody makes it, you&#039;re good.

Stealth - Train this low if everybody else is doing it.  If everybody has a good stealth roll, it allows the groups to sneak.  If somebody is going to clank in plate mail, then save it for the sneaky types.  

Streetwise - Don&#039;t bother as long as somebody in the party has a good roll.  Unless you&#039;re in a gritty urban campaign.  In some campaigns, this skill is much less valuable and can be skipped entirely.

Thievery - Don&#039;t bother as long as somebody in the party has a good roll.  Usually as long as somebody makes it, you&#039;re good.</description>
		<content:encoded><![CDATA[<p>This idea makes more sense for some skills than others.  Some it makes sense to boost your low score, others it doesn&#8217;t.  Here&#8217;s my take &#8211; skill by skill.  </p>
<p>Acrobatics &#8211; It makes sense to boost for both low and high characters.  Low, because sometimes the whole party needs to deal with an earthquake or other hazard.  High because sometimes it opens dramatic opportunities.  Swing on the chandelier and land on the tightrope?  Sure!</p>
<p>Arcana &#8211; Don&#8217;t bother as long as somebody in the party has a good roll.  Usually as long as somebody makes it, you&#8217;re good.  This is also a default skill for most arcanists, so often somebody will have a good score in this.</p>
<p>Athletics &#8211; It makes sense to boost for both low and high characters.  Low, because sometimes the whole party needs to climb or jump to get out of something.  High because sometimes it opens other opportunities.  Jump the chasm to take out the mage?  Sure!</p>
<p>Bluff &#8211; It always makes sense to boost the high roll.  The penalties for lying are usually severe.  If you&#8217;re going to lie, lie well.  In many cases, you can miss this on the low end, but it&#8217;s a call based on the specific camapign and DM style.</p>
<p>Diplomacy &#8211; Don&#8217;t bother as long as somebody in the party has a good roll.  Unless you&#8217;re in a game with a lot of social interaction.  In that kind of game, everybody should have it.</p>
<p>Dungeoneering &#8211; Don&#8217;t bother as long as somebody in the party has a good roll.  Usually as long as somebody makes it, you&#8217;re good.</p>
<p>Endurance &#8211; Boost the low rolls, but don&#8217;t sweat it if you&#8217;re good.  The party will often all have to make endurance checks, but they are usually low or moderate difficulty.  </p>
<p>Heal &#8211; It&#8217;s good to have several people with decent rolls in this in order to stabilize someone.  Especially when it&#8217;s the leader that needs help.  It can also be bypassed by carrying a healing potion.</p>
<p>History &#8211; Don&#8217;t bother as long as somebody in the party has a good roll.  Usually as long as somebody makes it, you&#8217;re good.</p>
<p>Insight &#8211; It makes sense to boost for both low and high characters.  You never know who will be exposed to deceit, and the more good rolls the better to figure it out.  High rolls can counter the best liars.</p>
<p>Intimidate &#8211; Only bother if it&#8217;s important to your character.  It&#8217;s a skill that has risks and is rarely critical to have.</p>
<p>Nature &#8211; Don&#8217;t bother as long as somebody in the party has a good roll.  Usually as long as somebody makes it, you&#8217;re good.</p>
<p>Perception &#8211; It makes sense to boost for both low and high characters.  You never know when you&#8217;ll be ambushed, and the more good rolls the better to figure it out.  High rolls can counter invisibility, so train high as well.</p>
<p>Religion &#8211; Don&#8217;t bother as long as somebody in the party has a good roll.  Usually as long as somebody makes it, you&#8217;re good.</p>
<p>Stealth &#8211; Train this low if everybody else is doing it.  If everybody has a good stealth roll, it allows the groups to sneak.  If somebody is going to clank in plate mail, then save it for the sneaky types.  </p>
<p>Streetwise &#8211; Don&#8217;t bother as long as somebody in the party has a good roll.  Unless you&#8217;re in a gritty urban campaign.  In some campaigns, this skill is much less valuable and can be skipped entirely.</p>
<p>Thievery &#8211; Don&#8217;t bother as long as somebody in the party has a good roll.  Usually as long as somebody makes it, you&#8217;re good.</p>
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		<title>By: Franciolli Araújo</title>
		<link>http://dungeonsmaster.com/2009/12/always-train-your-worst-skills/comment-page-1/#comment-8129</link>
		<dc:creator>Franciolli Araújo</dc:creator>
		<pubDate>Fri, 11 Dec 2009 10:38:23 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=3236#comment-8129</guid>
		<description>When I saw this article I saw myself doing my characters and helping my players doing yours. 

We always priorize the biggest ranks and forget the areas that we are really weak. It&#039;s natural. But when the history is the focus the numbers lessen in importance and you can balance your stats creating more interesting scenes possibilities. 

For everyone that like to read this article in portuguese, here the link http://trampolimrpg.com.br/?p=2534
.-= Franciolli Araújo&#180;s last blog ..&lt;a href=&quot;http://trampolimrpg.com.br/?p=2534&quot; rel=&quot;nofollow&quot;&gt;Sempre treine suas piores perícias&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>When I saw this article I saw myself doing my characters and helping my players doing yours. </p>
<p>We always priorize the biggest ranks and forget the areas that we are really weak. It&#8217;s natural. But when the history is the focus the numbers lessen in importance and you can balance your stats creating more interesting scenes possibilities. </p>
<p>For everyone that like to read this article in portuguese, here the link <a href="http://trampolimrpg.com.br/?p=2534" rel="nofollow">http://trampolimrpg.com.br/?p=2534</a><br />
<span class="cluv"> Franciolli Araújo&#180;s last blog ..<a href="http://trampolimrpg.com.br/?p=2534" rel="nofollow">Sempre treine suas piores perícias</a> <span class="heart_tip_box"><img class="heart_tip" alt="My ComLuv Profile" border="0" width="16" height="14" src="http://dungeonsmaster.com/wp-content/plugins/commentluv/images/littleheart.gif"/></span></span></p>
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		<title>By: Philo Pharynx</title>
		<link>http://dungeonsmaster.com/2009/12/always-train-your-worst-skills/comment-page-1/#comment-8067</link>
		<dc:creator>Philo Pharynx</dc:creator>
		<pubDate>Thu, 10 Dec 2009 00:10:22 +0000</pubDate>
		<guid isPermaLink="false">http://dungeonsmaster.com/?p=3236#comment-8067</guid>
		<description>I make some skill challenges secret.  I keep track of how people act and then tell them what to roll afterwards.  (I&#039;ve told the players I&#039;m doing this and gotten their ok first).  I give bonuses for good roleplaying (but no penatlies).  I also often have benefits for players that roll significantly above the DC, thus rewarding players who do specialize.  

As for the chart, I base it less on the chart and more on my group.  It means some DC&#039;s will be higher, and others will be lower.</description>
		<content:encoded><![CDATA[<p>I make some skill challenges secret.  I keep track of how people act and then tell them what to roll afterwards.  (I&#8217;ve told the players I&#8217;m doing this and gotten their ok first).  I give bonuses for good roleplaying (but no penatlies).  I also often have benefits for players that roll significantly above the DC, thus rewarding players who do specialize.  </p>
<p>As for the chart, I base it less on the chart and more on my group.  It means some DC&#8217;s will be higher, and others will be lower.</p>
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