What are the ticks for when advancing skills?

In Troika! the numinous edition in chapter 11 Getting Better the rules suggest a tick next to the advanced skill on every successful skill roll (roll under) on the character sheet. After rolling for advancement of 3 skills (roll over) the rules state that all ticks have to be removed from the character sheets.

But what are ticks used for? How is the count of ticks relevant?

What’s the most effective way to maximize skills as a character of any class?

I feel like Pathfinder skills are very compact when compared to 3.5 skills, as a result that makes each individual skill point worth more than each individual point in 3.5, due to combining some skills to form others that perform multiple functions.

Since skill points are more valuable, what are the best ways to gain as many skill points as possible as a character of any class? What’s the best way to optimize a skills modifiers for each set of classes below without affecting combat stats?

I’d prefer if the answers were formatted in the following way, explaining how each group can more easily gain skill modifiers:

  • High skill point classes: Rogue, Bard
  • Medium skill point classes: Monk, Barbarian, Alchemist
  • Low skill point classes: Fighter, Magic-users, Paladins

Can Living Gloves combined with Remove Curse be used to gain access to multiple artisan tool skills?

Living Gloves (p278 ERftLW) Says:

While attuned to these gloves, you gain one of the following proficiencies (your choice when you attune to the gloves):

  • Sleight of Hand
  • Thieves’ tools
  • One kind of artisan’s tools of your choice
  • One kind of musical instrument of your choice

Symbiotic Nature. The gloves can’t be removed from you while you’re attuned to them, and you can’t voluntarily end your attunement to them. If you’re targeted by a spell that ends a curse, your attunement to the gloves ends, and they can be removed.

Can remove curse (p271 PHB) be used to end the curse, then you can put the gloves back on to attune once again and choose a different proficiency?

How do you handle monsters using social skills vs PCs?

I’ve checked the books and can’t find an answer by RAW other than the DM decides, so I’d like to know how people handle this in their games. What happens if a thug tries to intimidate/persuade the PCs? Do I roll vs the character’s skill (and which one) or set a DC based on how difficult I think it is? Most of the time I just describe the monster’s actions and let the players tell me how their character’s react, but the monsters have those skills listed in the Monster Manual for a reason.

What do you think is the best to handle these checks in order for the monster be effective, have the same fail chance as the PCs, and avoiding slowing down the play or making the players feel cheated?

How can I handle a player who seems to utilize skills their characters don’t have?

Well the tag is slightly misleading as these players do not cause problems. However I have encountered several players who exhibit skills their real life counterpart has without actually metagaming. As an example I encountered a player while running storyteller system and while they didn’t have leadership skill they were quite fond of management stuff and assigned people that were under their command. On a similar note I had a player in D&D 5e who did not have survival proficiency (or nature proficiency for that matter) but he explained how his character set up a rudimentary water purification system.

I thought of a few solutions for this.

  1. Just tell them no. While this solution feels like the correct one my players often get excited when they utilize things like this and I don’t want to be the GM that says ‘No fun allowed’.

  2. Ask them to switch their proficiencies/skills to better reflect their knowledge. This feels a bit too punishing and I feel that it might end up causing them to not have the character they had in mind.

  3. Just let it fly. This is what I have been doing so far but to be honest I feel it is hurting other players and stealing the spotlight from people that invested in the required skills.

The main question is: How can I handle a player who seems to utilize skills their characters don’t have?

Applying overlapping skills to reduce difficulty in Numenera

I know in Numenera you can apply maximum of 2 difficulty reduction from a skill check. Is there any guidance on applying overlapping skills? Some examples:

  • Character tries to identify plant people. They’re trained at plants and animals (two separate skills), thus reducing difficulty by 2.
  • They try to to dash and jump. They’re trained in athletics and jumping (again, separate skills), -2 difficulty.

Understanding the Proficiency bump on Level Up for untrained skills

I’m experienced with DnD3.0, DnD3.5, and PF1e, but I am just starting to delve into Pathfinder 2e and I have a question on Proficiency for Skills.

It says when you Level Up your character, you “Increase all of your proficiency bonuses by 1 from your new level”. Does this only apply to trained (or higher) skills? Or does this apply to all Skills regardless of training? If I am untrained, why would my proficiency in that skill go up if I haven’t been training in it.

If you later train in a skill at a higher level, for example my character becomes “trained” in Medicine at Level 5, would the proficiency bonus be +3 (+2 for “Trained” and +1 for the level up to 5th) or would it be +7 (+2 for “Trained” and +5 for being Level 5)? Thematically I would go with the former. If you delay training in something, you don’t instantly become really good at it when you finally do start training.

Is this the same then for other things with Proficiency modifiers, such as Perception, Saving Throws, Weapons, and Armor?