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The Paradigm of Pillars
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<blockquote data-quote="I'm A Banana" data-source="post: 5899948" data-attributes="member: 2067"><p>The thing about my original post on the 3 noncomabt pillars was that it was closely based on the existing skill system for 4e, and what those skills accomplish. </p><p></p><p>However, the one pillar they drop -- discovery -- can be supplanted by the others. "Discovery" is just what your character knows that you the player might not know. Rather than make that a skill check, you might make that part of interacting with the game world, or part of an assumed level of skill. Int 17 might automatically know XYZ, and can find out anything else via going into the world and figuring it out. </p><p></p><p>So it's not strictly necessary for gameplay to have that pillar. It's really just a convenience of the skill system.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 5899948, member: 2067"] The thing about my original post on the 3 noncomabt pillars was that it was closely based on the existing skill system for 4e, and what those skills accomplish. However, the one pillar they drop -- discovery -- can be supplanted by the others. "Discovery" is just what your character knows that you the player might not know. Rather than make that a skill check, you might make that part of interacting with the game world, or part of an assumed level of skill. Int 17 might automatically know XYZ, and can find out anything else via going into the world and figuring it out. So it's not strictly necessary for gameplay to have that pillar. It's really just a convenience of the skill system. [/QUOTE]
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The Paradigm of Pillars
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