“Bare bones” is, IMO, a false judgement. The skill system would be bare bones if it was designed to do a job and then barely had what it needed to do the bare minimum of that job. Ie, if it was designed poorly, not to the desired effect.
The 5e skill system does exactly what it’s meant to do, and does it very well. You may not prefer a conversational rules engine, but that has nothing to do with how well designed, or impactful on play, that engine is.
It does do what it's meant to, which is minimal. It works in D&D because the focus is on combat.
I wouldn't say I don't like a "conversational rules engine".... I mean, that's a pretty apt broad description of RPGs overall, so it would be odd to say I don't like that. If you mean I don't like a social pillar that is minimal in nature, and largely revolves around the GM deciding how things go, then sure, I don't really prefer such a system. I accept that such a system is part of D&D, though.
Where did I suggest any such thing? I explicitly stated that they would replace what is removed with genre and theme appropriate player options. Like pretty much every 5e based game does. It isn’t a unique challenge by any stretch of the imagination.
I was asking if you thought that would be a satisfying system. It seems you don't think it would be.
It isn’t weak at all. That you are so dismissive of it is part of why these discussions go in circles.
We don't agree, that's why things go in circles. Don't blame me, and I won't blame you. It's a mutual thing.
It's weak because it applies to any RPG. It's not unique to D&D. It would be like saying "D&D is fun because you get to roll dice!" Okay, sure, rolling dice is fun, but there are dozens of games that have you roll dice.
Improvisational role play is not unique to D&D. Nor is it unique to systems that don't have many rules in the social element of the game. Every game I play has improvisational roleplay. So the "rules get out of the way" thing must mean something else.
What it seems to mean....and you can correct me if I'm wrong.... is that the rules are minimally involved in social areas. That players are free to portray their character however they like, and they basically advocate for their character and make requests of the GM. The GM then assigns a Difficulty and calls for an Ability Check (EDITED TO ADD: Or maybe he just decides). The roll is most often a binary succeed or fail, though the rules make some basic suggestions about how to add more than those two outcomes (with "basic" punching above its class, I'd say).
What this does is create a situation where the stakes are not nearly as high as they are in combat. Ever have a PC die in a social encounter? I'm sure it's happened, but if so it'd be an exception that proves the rule. Most social encounters are there to help push the story along a bit, giving new context to the situation in the fiction. Without mechanics involved to help shape this, it creates an environment where the DM can very much steer things in a way that suits what he has prepared. That environment is suitable to the way D&D 5e functions.
It also keeps the PCs free from personal consequences. Sure, if they fail to convince the duke of something, he may be mad at them and declare them enemies of state or he may withdraw his patronage or what have you. But what about a PC's standing in their community? What about their relationships with NPCs? What about their personal feelings and sense of self? None of that is mechanically supported.
At my most negative, I'd say the system is designed that way to allow each participant to maintain control.... the player of their PC, and the GM of the story. I think that is a little harsh, but honestly, it seems pretty apt.
And it's perfectly fine for the system to function the way it does. But it's things like this that mean that the social pillar is of minimal focus and the combat pillar is overflowing.
To the same extent that every 5e powered game does so. Just as much would be removed to do a Star Wars 5e-based game. About all that would be added back in would be extra attack and things like expertise, but it would still look very different from the 5e PHB.
I would say that nearly all the 5e based games I know are pretty combat focused. Star Wars is not exactly the best example you could have made because it's the kind of adventure fiction that is suited to D&D. It's heavily combat based..... dogfights in space, assaults on the ground, and sword duels... that's the stuff Star Wars is made of.
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Now, you've snipped my previous post heavily and removed the bulk of it which was about character sheets, and honestly, that was the only new element that hasn't been covered before and which I was hoping would prompt a response.
@doctorbadwolf I would greatly appreciate if you respond to my comments about character sheets and those of other games.