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<blockquote data-quote="giant.robot" data-source="post: 5273940" data-attributes="member: 93119"><p>I'm fully cognizant that people exist who play the game differently than I do. The reason I'm confused about the particular idea of lots of non-combat skills is that area has been provided for in the 4E rules. Skills in 4E are not doled out like they used to be in 3E. There's a relatively steep cost to get additional skills in 4E. If it's not on your class skill list you don't get it "for free" at first level and have to use a feat for Skill Training.</p><p></p><p>It's not so much about styles of play but adding overly complicated rules. Say you add a Profession skill. If it become a class skill or provided by a Background players will be tempted to go ahead and take it. Now they've got Profession: Blacksmith to carry around with them. If they took that instead or Survival they're royally screwed crawling around a dungeon. They'll also want to use Profession: Blacksmith a lot because they wasted a skill slot on it. In D&D are characters more likely to be crawling around dungeons or sitting around a forge making horseshoes? </p><p></p><p>If Profession: Blacksmith isn't a class skill or provided by a background players need to waste a feat to get it. Even with such a skill they're only getting a +5 bonus to a check. That's a small bonus for such a rarely useful skill that's eating up a skill slot.</p><p></p><p>A D&D game doesn't need to be and really shouldn't be combat oriented. In all types of games I want players to get into their characters and think of interesting things for them to do. They're not constrained by the engine of a video game or the strict play of a traditional board game. At the same time I don't see adding tons of non-combat rules and prescriptions adding a lot of fun to the game. Some stuff should just be left to the players and DM to improvise and the "rule" should be "improvise and have fun".</p></blockquote><p></p>
[QUOTE="giant.robot, post: 5273940, member: 93119"] I'm fully cognizant that people exist who play the game differently than I do. The reason I'm confused about the particular idea of lots of non-combat skills is that area has been provided for in the 4E rules. Skills in 4E are not doled out like they used to be in 3E. There's a relatively steep cost to get additional skills in 4E. If it's not on your class skill list you don't get it "for free" at first level and have to use a feat for Skill Training. It's not so much about styles of play but adding overly complicated rules. Say you add a Profession skill. If it become a class skill or provided by a Background players will be tempted to go ahead and take it. Now they've got Profession: Blacksmith to carry around with them. If they took that instead or Survival they're royally screwed crawling around a dungeon. They'll also want to use Profession: Blacksmith a lot because they wasted a skill slot on it. In D&D are characters more likely to be crawling around dungeons or sitting around a forge making horseshoes? If Profession: Blacksmith isn't a class skill or provided by a background players need to waste a feat to get it. Even with such a skill they're only getting a +5 bonus to a check. That's a small bonus for such a rarely useful skill that's eating up a skill slot. A D&D game doesn't need to be and really shouldn't be combat oriented. In all types of games I want players to get into their characters and think of interesting things for them to do. They're not constrained by the engine of a video game or the strict play of a traditional board game. At the same time I don't see adding tons of non-combat rules and prescriptions adding a lot of fun to the game. Some stuff should just be left to the players and DM to improvise and the "rule" should be "improvise and have fun". [/QUOTE]
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