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<blockquote data-quote="Balesir" data-source="post: 5950341" data-attributes="member: 27160"><p>Obviously, "perception is everything", but I really don't see the skill system presented in the playtest as different from 4e's except that the "trained" bonus is lower. You have a list of skills (including a set that are just the "default" of the attribute modifier) to use for all "skill based" rolls.</p><p></p><p>The real issue I forsee with the skills as presented I don't think will come up in early playtests - and maybe not in any playtests. It's that the skill "list" is unbounded - if you need a skill for a background, you just make one up. I think this risks not only skill "bloat", but also the sort of issues evident in 3.X and 4e with feats. I think in time we will see "obsolete" skills and "overpowered" skills and all that stuff, as well as "skill bloat". In a limited playtest (sub)set, though, this will not be evident at all.</p><p></p><p>Both of these examples reinforce, for me, how neat the "Advantage/Disadvantage" concept is - I'm liking it more and more. Sneaking in plate armour? Take a disadvantage! Travelling in hot weather in plate harness? Take a disadvantage on your CON roll! Got a survival skill? Gain advantage!</p><p></p><p>Make it a sliding scale/stacking concept, so that 2 advatages + 1 disadvantage = 1 advantage, and <em>maybe</em> make it so that 1 (dis)advantage = roll 2 dice, 2 (dis)advantages = roll 3 dice and I think this might be a superb interface with the "bounded accuracy" (or, more generally, "bounded d20 rolls") system. The point being that you get real advantages and disadvantages without sliding over the extreme probabilities - if you want to roll 10+, rolling twice and taking the best is a big advantage (equivalent to a modifier of +5), but if you need to roll a 20 rolling twice only roughly doubles the chance (equivalent to a modifier of +1).</p><p></p><p>I note you are in Middlesbrough - I'm in Saltburn, just out on the coast!</p></blockquote><p></p>
[QUOTE="Balesir, post: 5950341, member: 27160"] Obviously, "perception is everything", but I really don't see the skill system presented in the playtest as different from 4e's except that the "trained" bonus is lower. You have a list of skills (including a set that are just the "default" of the attribute modifier) to use for all "skill based" rolls. The real issue I forsee with the skills as presented I don't think will come up in early playtests - and maybe not in any playtests. It's that the skill "list" is unbounded - if you need a skill for a background, you just make one up. I think this risks not only skill "bloat", but also the sort of issues evident in 3.X and 4e with feats. I think in time we will see "obsolete" skills and "overpowered" skills and all that stuff, as well as "skill bloat". In a limited playtest (sub)set, though, this will not be evident at all. Both of these examples reinforce, for me, how neat the "Advantage/Disadvantage" concept is - I'm liking it more and more. Sneaking in plate armour? Take a disadvantage! Travelling in hot weather in plate harness? Take a disadvantage on your CON roll! Got a survival skill? Gain advantage! Make it a sliding scale/stacking concept, so that 2 advatages + 1 disadvantage = 1 advantage, and [I]maybe[/I] make it so that 1 (dis)advantage = roll 2 dice, 2 (dis)advantages = roll 3 dice and I think this might be a superb interface with the "bounded accuracy" (or, more generally, "bounded d20 rolls") system. The point being that you get real advantages and disadvantages without sliding over the extreme probabilities - if you want to roll 10+, rolling twice and taking the best is a big advantage (equivalent to a modifier of +5), but if you need to roll a 20 rolling twice only roughly doubles the chance (equivalent to a modifier of +1). I note you are in Middlesbrough - I'm in Saltburn, just out on the coast! [/QUOTE]
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