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Vote Up A 5e-alike, Part 4 - Skills
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<blockquote data-quote="Tony Vargas" data-source="post: 9164316" data-attributes="member: 996"><p>For the first, yeah, I never encountered a DM refusing to let you climb a rope or making a Thief roll his % ability to do so.</p><p>OTOH, Move Silently/Hide in Shadows seemed to be the only mechanic to do so.</p><p>For everyone else, there was surprise. Y'know, surprise on 2 in 6, that kinda thing? That got run a lot of different ways, too, just like everything did. Maybe not, it was one of those thing a lot of DMs did differently...</p><p>(2e AD&D more than prior TSR eds, tho, with optional non-weapon proficiencies in the PH instead of the late 1e survival guides.)</p><p></p><p>One variation I used to use in 1e Gamma World was roll high w/o going over. So the higher you rolled, the better the result, but if you went over your stat, you screwed up. I'd generally set a lower bound, too. Matching your sat was your best possible result. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>For a non-D&D example, in Storyteller everything was Attribute+Ability, as called out by the GM. (So like 5e almost did where the DM would have asked for, say, a DEX check "+ proficiency if you have..." whatever skills, maybe something obvious like stealth, maybe off the wall like persuasion.) Anyway, Storyteller had three kinds of abilities: Talents, Skills, & Knowledges. If you didn't have a specific Talent, you could roll the attribute by itself. If you lacked a specific Knowledge, you couldn't roll no matter how high the attribute called for might be.</p><p></p><p>3e had that distinction, too, with trained only checks.</p><p></p><p>It probably wouldn't require a lot of re-writing.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 9164316, member: 996"] For the first, yeah, I never encountered a DM refusing to let you climb a rope or making a Thief roll his % ability to do so. OTOH, Move Silently/Hide in Shadows seemed to be the only mechanic to do so. For everyone else, there was surprise. Y'know, surprise on 2 in 6, that kinda thing? That got run a lot of different ways, too, just like everything did. Maybe not, it was one of those thing a lot of DMs did differently... (2e AD&D more than prior TSR eds, tho, with optional non-weapon proficiencies in the PH instead of the late 1e survival guides.) One variation I used to use in 1e Gamma World was roll high w/o going over. So the higher you rolled, the better the result, but if you went over your stat, you screwed up. I'd generally set a lower bound, too. Matching your sat was your best possible result. ;) For a non-D&D example, in Storyteller everything was Attribute+Ability, as called out by the GM. (So like 5e almost did where the DM would have asked for, say, a DEX check "+ proficiency if you have..." whatever skills, maybe something obvious like stealth, maybe off the wall like persuasion.) Anyway, Storyteller had three kinds of abilities: Talents, Skills, & Knowledges. If you didn't have a specific Talent, you could roll the attribute by itself. If you lacked a specific Knowledge, you couldn't roll no matter how high the attribute called for might be. 3e had that distinction, too, with trained only checks. It probably wouldn't require a lot of re-writing. [/QUOTE]
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