Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*TTRPGs General
What is *worldbuilding* for?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Bedrockgames" data-source="post: 7448087" data-attributes="member: 85555"><p>Mostly I play my own system now (and it does have skills, though I use them somewhat different than most people). I think I just like lighter skill systems and I find I prefer skill systems that interfere the least with RP or environmental interaction. That said, skills are popular with most players I game with, and I've learned to adapt how I use them to get the best result for my campaigns. Generally, since a large number of systems do have things that could potentially be used as buttons or interfere with RP/exploration, I use them as a fail safe. I ask for rolls when it is unclear to me what the outcome of something would be. If a player says "I pull the rock out and look behind it" I don't ask for a Detect roll, for example. If they have high ranks in something like Command, and say something that would make a new recruit quake in his boots, I don't ask for a roll. I usually ask for rolls when the results are hard to gauge, when I think a highly aware person should get a passive roll to see/sense something, or when there is a disparity between what the player wants to do, and what their character is realistically capable of doing. </p><p></p><p>Also I've just taken to ignoring skills more as a requirement to do something. I am a lot more interested in what the character should be able to do. If a player character has been tending horses for the past six months, I don't care if he or she doesn't have a relevant skill rank, I'll let them use the next most appropriate skill in the list, or just simply let them do what they are trying to do if it sounds reasonable. </p><p></p><p>Ultimately what I want to avoid is skills feeling like 'buttons' in play. If players are investigating a murder, I much prefer that they experience the solving of the crime directly, not that their skills simulate them solving the crime. So it is a lot more important to me that the player feels like they are there, finding the clues, asking the questions, and putting the evidence together, than rolling skills in a way that removes them from the direct experience of the investigation.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 7448087, member: 85555"] Mostly I play my own system now (and it does have skills, though I use them somewhat different than most people). I think I just like lighter skill systems and I find I prefer skill systems that interfere the least with RP or environmental interaction. That said, skills are popular with most players I game with, and I've learned to adapt how I use them to get the best result for my campaigns. Generally, since a large number of systems do have things that could potentially be used as buttons or interfere with RP/exploration, I use them as a fail safe. I ask for rolls when it is unclear to me what the outcome of something would be. If a player says "I pull the rock out and look behind it" I don't ask for a Detect roll, for example. If they have high ranks in something like Command, and say something that would make a new recruit quake in his boots, I don't ask for a roll. I usually ask for rolls when the results are hard to gauge, when I think a highly aware person should get a passive roll to see/sense something, or when there is a disparity between what the player wants to do, and what their character is realistically capable of doing. Also I've just taken to ignoring skills more as a requirement to do something. I am a lot more interested in what the character should be able to do. If a player character has been tending horses for the past six months, I don't care if he or she doesn't have a relevant skill rank, I'll let them use the next most appropriate skill in the list, or just simply let them do what they are trying to do if it sounds reasonable. Ultimately what I want to avoid is skills feeling like 'buttons' in play. If players are investigating a murder, I much prefer that they experience the solving of the crime directly, not that their skills simulate them solving the crime. So it is a lot more important to me that the player feels like they are there, finding the clues, asking the questions, and putting the evidence together, than rolling skills in a way that removes them from the direct experience of the investigation. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What is *worldbuilding* for?
Top