Let’s say I was building a new 3D platformer and need to fill a role for an Art Director that will then go on to build a team.
Let’s assume both candidates have a diverse work history in the gaming industry. They have both worked on AAA games for PC and console. They are currently art directors of other mid size game studios. Both of them have experience managing teams effectively.
But there are some differences between them:
Candidate A spent most of their career developing technical abilities in modeling and texturing. They excel in developing strong asset pipelines and making sure the final deliverables match the concepts closely as possible and are of exceptional quality. They do not excel in creating concept art or in creative design. They rely on curating and mentoring other artists concepts to find a creative vision.
Candidate B spent most of their career developing concept art and has an incredibly strong creative ability. They excel in developing a strong creative vision for the project and are able to build character and environment concepts, artistic guides, storyboards etc. They do not excel in modeling or texturing or have a strong background in asset pipelines but are familiar enough with the process to lead artists to get the close to the concepts and deliver assets of good to great quality.
Which candidates foundational skills are more important to lead the project and why?
I’m aware that there are a lot of parameters that may affect the answer to this question, and am trying to better understand those as well.
My GURPS GM complains that the PCs put a point or two in most skills, except for combat skills which get 10-20% of our character points. Aside from the fact that he asks us to make more combat checks than all the other skill checks combined, I’m convinced that part of why we do this is because there are more things to do with high combat scores. I like rolling against a 13 or 14. That’s where most of my skills end up. My weapons skills are usually around 20, so I’ll make a deceptive attack or a head shot or something, bringing the target down to a 13 or 14. There are enough combat maneuvers that apply a penalty that it’s fun and interesting to have a high stat, which enables us to use those maneuvers.
Do non-combat maneuvers exist in GURPS? If so, where can I find them? Will they let me take a -4 to my Carousing skill in order to gain some benefit if successful? And, just for speculation’s sake, might they help my group find reasons to justify putting more points in non-combat skills?
In the 5e PHB, the Variant: Skills with Different Abilities topic confuses the hell out of me.
Your DM might call for a Constitution Check… Your DM might allow you to apply your proficiency in Atheletic and ask for a Constitution (Athletics) check… so you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check.
So does that mean that if I had +4 in Stength, +1 in Constitution and +2 proficiency bonus, then my Atheltics would be +6 with proficiency. If I made a Constituion (Athletics) check, would it be a 1d20 +1(Constituion) +2(Proficiency bonus)?
If so, if I had a +4 Strength, + 1 Charisma and +2 proficiency bonus, then my Intimidation would be +3 with proficency. Does that mean If I made a Strength (Intimidation) check, I would roll 1d20 +4(Strength) +2(Proficency bonus)?
This variant rule confuses me. I know I don’t need to use it but I want to understand it in case I do want use it in the future.
Making a level 1 witch with a horned lizard familiar. My witch’s skill ranks are perception, three knowledges, linguistics, perform, spellcraft, and heal. What are the horned lizards racial skill point ranks?
What special abilities does the horned lizard get? The run feat? Camouflage? Puff up? Blood spurt? What’s the attack modifier on that?
In the Backgrounds section:
Each background gives a character proficiency in two skills. Skills are described in chapter 7. In addition, most backgrounds give a character proficiency with one or more tools. Tools and tool proficiencies are detailed in chapter 5. If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead.
Could a Barbarian character being created, for instance, pick Athletics and Survival as his class skills, and then when selecting a background, pick Outlander (which grants proficiency in these two skills), and then using this rule, instead pick two skills from the whole skill list?
Or is your background chosen before class skill-proficiencies?
I’m running a campaign with a few nonviolent characters. I understand how to handle physical fights, but am a bit at a loss how to deal with "social conflict", where characters need to overcome some resistance from NPCs to achieve their goals.
As Provoke is intended to harm others, it doesn’t seem to be a good choice for nonviolent characters. Rapport seems to be a better fit for characters that try to convince the NPC to hand out that piece of information that was supposed to remain a secret. However, what would be the opposed skill? Empathy? And how would you make this into an interesting contest?
I’m DMing a party of five, a rogue, cleric, wizard, fighter, and a ranger that comes every other week. Everything goes well for the first hour and a half, but then after that I can tell my narrations and stuff gets really bad. It’s the difference between ‘you shoot your bow, but your arrow had warped after that last river and you barely miss the knight’ and ‘you miss’. Since we play for about three hours a session and don’t come back together until the next week, the campaign always seems to end in a very bland spot, and sometimes the players have severely misinterpreted the surroundings(honestly, I don’t blame them when my descriptions turn into ‘you exit the building’). Another thing I can tell is that after while DMing, I get tired and my responses to the players get slower and slower and I have to consult the books more often. If it’s been a long day, sometimes I take fifteen minutes getting back to where we were and starting up again, and fall into the bland descriptions pretty quickly.
The players say they don’t mind much, but I feel bad for them since there is another group a table away whenever we’re playing, and the DM there is better than I am. I do give them a decent amount of loot and the occasional magic item and everything is balanced in the campaign. Still, I want to try and change my bad DMing so the campaign is less…wavy(if that makes any sense) in terms of detail. I’ve played with some rather bad DMs before, and know that it’s not fun when there’s little or no color to the adventure. I keep the action going though, plenty of mysteries and combat encounters, but again, it gets bland quickly.
Summary- Campaign is fine(mechanically), but I as DM get boring by the middle of the session and then everything slows down.
So I guess what I’m looking for a way to try and keep myself from getting boring by the end of the session and a way to keep the campaign going smoothly. Any suggestions?
In Pathfinder 2e, a character’s Constitution bonus affects HP total. A character’s Intelligence bonus grants training in additional skills and languages.
Are these benefits retroactive?
- If a character’s Constitution modifier increases from +2 to +3 as the result of an ability boost, does HP increase by 1 per character level? So a level 5 character going from +2 to +3 Con mod would gain 5 hit points for the ability score increase?
- If a character’s Intelligence modifier increases from +1 to +2 as the result of an ability boost, does that character gain another trained skill and learned language?
I’m creating a Svirfneblin Evil Mage by combining the stat blocks for each Evil Mage and Svirfneblin.
A Svirfneblin has the skills Investigation +3, Perception +2, Stealth +4. An Evil Mage has the skills Arcana +5, History +5 and saving throw proficiencies INT +5, WIS +3.
Does having 5 skills and 2 saving throw proficiencies cause major balance issues?
I’m filling out the a pdf character sheet for my character who is a high elf wizard and I’m not sure how the skill box works. I’ve got all my saving throws done but I’m really just confused with the dots down the side.
Which dots do I fill in and how does that change the number beside it?
If this helps my saving throw totals are:
- +1 Strength
- +4 Dexterity
- +1 Constitution
- +6 Intelligence
- +3 Wisdom
- +3 Charisma