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<blockquote data-quote="Incenjucar" data-source="post: 5859575" data-attributes="member: 6182"><p>A fair number of people consider non-combat options to be valuable. You get XP for succeeding in an encounter, not strictly by creating pile of corpses wherever you go. In every long-ish game I've ever gotten involved in as player or DM, in two different states, people had to fight wanting to adopt half the monsters they came across.</p><p></p><p></p><p></p><p>The thing with skill-oriented challenges is that when you start applying rules to them, they have to get very very gamey or very very narrow. You can add a mini-game for every little thing, but detailed rules on forging documents isn't going to interest many people. People are annoyed enough with the hacking and lock-picking mini-games in videogames.</p><p></p><p></p><p></p><p>Combat, Exploration, and Interaction are already covered. They could give people more EXAMPLES, but unless they want to bog down the game in minutiae, there isn't much you'd want to add.</p><p></p><p>Adding complexity increases time requirements. Suddenly people who can't choose between their encounter powers will be paralyzed trying to figure out whether to kick the lock or pick the lock.</p><p></p><p></p><p></p><p>I fail to see how beefed up rules for how to grope statues for knobs and levers is at all compelling. Examples of how to keep people from just saying "I make a Search check?" Absolutely. But if you codify it you'll end up with rules bloat.</p><p></p><p></p><p></p><p>This remains one of the worst ideas I have heard in gaming since FATAL. 4E's class skill lists are bad enough. Every character should have the ability to function in all buzzword categories. Some particular events may favor one character over another, just as a minion battle favors AOE and a solo battle favors single target damage, but everyone should be able to contribute equally over the course of a campaign.</p><p></p><p></p><p></p><p>Nothing GOOD to show for it, is the key concern.</p></blockquote><p></p>
[QUOTE="Incenjucar, post: 5859575, member: 6182"] A fair number of people consider non-combat options to be valuable. You get XP for succeeding in an encounter, not strictly by creating pile of corpses wherever you go. In every long-ish game I've ever gotten involved in as player or DM, in two different states, people had to fight wanting to adopt half the monsters they came across. The thing with skill-oriented challenges is that when you start applying rules to them, they have to get very very gamey or very very narrow. You can add a mini-game for every little thing, but detailed rules on forging documents isn't going to interest many people. People are annoyed enough with the hacking and lock-picking mini-games in videogames. Combat, Exploration, and Interaction are already covered. They could give people more EXAMPLES, but unless they want to bog down the game in minutiae, there isn't much you'd want to add. Adding complexity increases time requirements. Suddenly people who can't choose between their encounter powers will be paralyzed trying to figure out whether to kick the lock or pick the lock. I fail to see how beefed up rules for how to grope statues for knobs and levers is at all compelling. Examples of how to keep people from just saying "I make a Search check?" Absolutely. But if you codify it you'll end up with rules bloat. This remains one of the worst ideas I have heard in gaming since FATAL. 4E's class skill lists are bad enough. Every character should have the ability to function in all buzzword categories. Some particular events may favor one character over another, just as a minion battle favors AOE and a solo battle favors single target damage, but everyone should be able to contribute equally over the course of a campaign. Nothing GOOD to show for it, is the key concern. [/QUOTE]
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