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Idea: Equipment based skills and skill checks
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<blockquote data-quote="FinalSonicX" data-source="post: 5999890" data-attributes="member: 63787"><p>The reason why I buy the greatsword for my wizard is because I want to use it <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /></p><p></p><p>In a system where all it takes to be proficient at something is to buy the necessary tools and said tools are fairly cheap, the optimal choice (aka the choice everyone ends up taking once they realize the benefits) is to buy a set of tools for every task and either haul it around or keep it in a cart or something. To me, that breaks a great deal of immersion and it just feels absurd. If characters want to be skilled at a wide variety of things, then they can be if they work it into their character concept. But let's not say "you're skilled at a lot of things because you bought a lot of equipment".</p><p></p><p></p><p></p><p>Honestly this depends on the implementation of a skills system. Depending on race/class choice in my homebrew, a single player can cover all the necessary bases if that's something they want to do. That doesn't mean that the items make it work, it's the character's skill.</p><p></p><p></p><p></p><p>because if this line of reasoning is applied to all skills, skills lose meaning in my mind. I'm a locksmith because I have a set of picks? Am I a scholar because I own a few books? Am I an expert warrior because I have a sword?</p><p></p><p>The logic makes little sense to me. If we're going to throw our hands up in the air and let anyone do anything with the investment of a few coins, I'd rather go full rules-light and just let people describe what their characters are good at and why and just roll with it as a group.</p><p></p><p></p><p></p><p>I don't see any kind of issue with this scenario except that the ranger should probably be less proficient at the task than the rogue, since the rogue has had a ton more practice and real-world experience.</p><p></p><p></p><p></p><p>I think I'd disagree that everyone passing tons of skill checks will not break the game, as skill checks might be a dominant part of any given session depending on the circumstances. One can imagine that the ability to craft items based solely on owning the tools required to do so could create long-term problems.</p><p></p><p>I have my own solutions to the party wanting to do things as a group. I see no reason to ask for ride checks every 5 seconds just because the party wants to ride on some horses. I also don't see why people who want to be involved in intrigue at court can't simply do so. they may not be as successful as the person who has been investing their character concept into such a task, but I do not overly penalize them.</p><p></p><p></p><p></p><p>Well, I never "kicked" anything "out of the game" since it was never in the game to begin with. Your idea is a proposal to solve a particular problem. In my eyes it is not the "optimal" solution. Here's my approach if someone wants to do something like pick a lock: do you know how to do that, and if you do, why? If they can provide a reasonable explanation, then they can go ahead and try and we'll let their stats and such determine the outcome. I follow a similar line of reasoning with almost any attempt at anything.</p></blockquote><p></p>
[QUOTE="FinalSonicX, post: 5999890, member: 63787"] The reason why I buy the greatsword for my wizard is because I want to use it :p In a system where all it takes to be proficient at something is to buy the necessary tools and said tools are fairly cheap, the optimal choice (aka the choice everyone ends up taking once they realize the benefits) is to buy a set of tools for every task and either haul it around or keep it in a cart or something. To me, that breaks a great deal of immersion and it just feels absurd. If characters want to be skilled at a wide variety of things, then they can be if they work it into their character concept. But let's not say "you're skilled at a lot of things because you bought a lot of equipment". Honestly this depends on the implementation of a skills system. Depending on race/class choice in my homebrew, a single player can cover all the necessary bases if that's something they want to do. That doesn't mean that the items make it work, it's the character's skill. because if this line of reasoning is applied to all skills, skills lose meaning in my mind. I'm a locksmith because I have a set of picks? Am I a scholar because I own a few books? Am I an expert warrior because I have a sword? The logic makes little sense to me. If we're going to throw our hands up in the air and let anyone do anything with the investment of a few coins, I'd rather go full rules-light and just let people describe what their characters are good at and why and just roll with it as a group. I don't see any kind of issue with this scenario except that the ranger should probably be less proficient at the task than the rogue, since the rogue has had a ton more practice and real-world experience. I think I'd disagree that everyone passing tons of skill checks will not break the game, as skill checks might be a dominant part of any given session depending on the circumstances. One can imagine that the ability to craft items based solely on owning the tools required to do so could create long-term problems. I have my own solutions to the party wanting to do things as a group. I see no reason to ask for ride checks every 5 seconds just because the party wants to ride on some horses. I also don't see why people who want to be involved in intrigue at court can't simply do so. they may not be as successful as the person who has been investing their character concept into such a task, but I do not overly penalize them. Well, I never "kicked" anything "out of the game" since it was never in the game to begin with. Your idea is a proposal to solve a particular problem. In my eyes it is not the "optimal" solution. Here's my approach if someone wants to do something like pick a lock: do you know how to do that, and if you do, why? If they can provide a reasonable explanation, then they can go ahead and try and we'll let their stats and such determine the outcome. I follow a similar line of reasoning with almost any attempt at anything. [/QUOTE]
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Idea: Equipment based skills and skill checks
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