What skill does using a Molotov cocktail fall under?

I think it would be safe to say that some form of craftsmanship skill roll is required for Molotov cocktails to be made.

But, I’m not sure what it would be a roll call for, skill-wise, to use the Molotov – such as weapons, guns (as projectile weapon bows do also fall in this), or even athletics because it’s being thrown.

Is there a rule clarification I’ve missed which could clear up which is to be rolled? Or is it GM discretion?

GMing with an overtuned skill monkey

I have a player in one of my games, who has managed to create a build that can roll a minimum of 41 by level 7 across a large plethora of skills (mostly excluding dex/str based skills). They use these (alongside spells) to set up webs and endanger opponents without getting directly involved, until the party is ready to attack or fight as well.

However, with such high skill rolls, I am worried that other players will start to feel that they should not even bother with skills. I have talked to the player and we have agreed that he will keep some of his uses to background use or last resort and he is okay with that.

How can I show other players with less skill focused characters that their skill usage still matters?

Is it possible to be an expert in a skill at level 2?

In the first public draft of the Pathfinder 2e playtest (Aug. 2018), there are several second level feats that require expert in various skills. One example is Magical Crafting. It seems as if it is not possible to have an expert rank in a skill until level 3 when you get your first skill increase. Is it possible for any character to choose one of these skill feats at level 2?

Effects of awarding extra skill proficiency for high intelligence score

After a discussion in my Pathfinder group about D&D 5e, someone threw the (often heard) complaint that intelligence was mostly a useless stat outside of the classes for whom it is a primary stat. Seeing as the knowledge skills heavily depends on the GM’s style, investigation is, in my experience, usually replaced with perception (again partially the DM’s fault) and added to the fact that there seem to be only a few classes that uses Int for their ability.

We eventually came up with a house-rule suggestion :

  • An Int score of 14 grants an additional skill/tool proficiency.
  • An Int score of 16 grants another proficiency.
  • An Int score of 18 grants double proficiency for a single skill (similar to Expertise)
  • An Int score of 20 grants another double proficiency.

Since none of us have extensive experience with the D&D 5e system, we’re not sure if this rule would break the system at some point. Has anyone used a similar rule or sees a reason this might imbalance the party?

What skill check should be used to hide your race in pathfinder?

I have a character who is a non-standard race, and he doesn’t want people to know what he is.

I’ve read the disguise rules but they only seem to apply for trying to look like something specific, and not for hiding aspects of your appearance. I also couldn’t find anything in particular about identifying particular aspects of a creature’s appearance under clothing.

If my character wants to hide his race (like by wearing full body clothes and a mask), would he be rolling disguise opposed by perception or something else, like sleight of hand, performance, etc. opposed by, say, perception, or just a standard knowledge check by the opposing party?

How can giving skill checks critical fails and successes affect game balance?

At my table there is the house rule that skills can crit on a natural 1 and 20.

At least I think a natural 20 would be treated special over a 19. But I do know that 1’s give harsh consequences.

In my last session I rolled natural ones on 2 separate skill checks.

One was a Perception check to listen to the mutters of nearby NPCs, I rolled a natural 1(I had a +6 to it) and the DM said I was talking so loud that all the other PCs had to do their checks at disadvantage.

The second time I rolled insight to see if i could figure out about how badly our setting the dock ablaze affected an invading orc army, whose ship was also set on fire. I rolled a natural 1(+6) and the DM said I did not think it had any effect at all and was going to be frightened for the 1st 3 rounds of the next encounter.

I’m all for having fun and silly things with low skill rolls. And am ok with these harsh consequences if everyone at the table are for the most part. But I feel this kinda screws over bards and rogue who get expertise.

Continuation of another question.

What does the Tracker hireling’s Track skill really do?

In Dungeon World, there is a hireling skill-set called Tracker. It has two skills: Track and Guide. Guide is straight forward. However, Track doesn’t make much sense to me as I’ve never been good at understanding what Ranger-type classes were really good for. (I’m a city slicker; what can I say?)

The description for the hireling skill Track follows:

When a tracker is given time to study a trail while Making Camp, when camp is broken they can follow the trail to the next major change in terrain, travel, or weather.

What does it mean to follow a trail to a change in terrain, travel, or weather? Wouldn’t a change in terrain be obvious?

Dude: “Hey, look a mountain to the south-west.”

Tracker: “Hmm, yes, to reach a mountain to the south-west… we must travel, SOUTH-WEST!”

A change in weather?

Dudette: “Wow it sure is pouring rain! The clouds to the north seem less dark and rainy and the wind is clearly blowing south. I wonder which way we could possibly go to avoid this downpour.”

Tracker: “Hmm, I see you are in need of my specialized skills… if it is raining here, it is not raining to the north, and the wind is pushing our storm further south… we must head… NORTH! Yes, aren’t you glad you pay me?”

I don’t even know what a change in travel is.

when using a hireling with a warrior skill how do they take the brunt of it?

The players I’m GMing are looking to get a hireling who’s a warrior. Looking at the description it states

If your attack results in consequences (like a counter attack) the man-at-arms takes the brunt of it.

It also states that a hirelings HP isn’t important. How do I damage him, figure out if he’s dead, if I don’t know his HP?

also looking at burglar it states:

Most traps leave a burglar in need of immediate healing.

how can I heal him if I don’t know his HP?

Troika! How to check for normal skill or action?

For example a player wants to kick a door open or transport glasses over a slippery wet floor. The player has no fitting advanced skill for those.

The base SKILL is 1d3+3 which can be very low. Rolling that under 2d6 is very hard. Everyday tasks become impossible. I could let them spend extra LUCK to boost their roll but that feels unnatural. Players tend to save their LUCK when they need it.

Alternatively I could let them roll 2d6 + SKILL versus or under a given difficulty but the Troika! does not have any rulings for this.

How to check for an normal task that sometimes fail?