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Why isn't base attack a skill?
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<blockquote data-quote="Umbran" data-source="post: 2722646" data-attributes="member: 177"><p>I am not at all convinced that D&D is following anyone when considering presitge classes and skills - D&D had the forerunners of those in previous editions all on it's lonesome: the 1e bard & dual-classed character, and the 2e "kit", and the 2e nonweapon proficiency. These all came in 1989 or earlier - before most of the other games around were published. Kinda difficult to say they're following the pack when their (albeit crude) designs were among the first in the market. </p><p></p><p>And I think you double-count when talking about unifying the mechanic and eliminating subsystems. Those two go so stongly hand-in-hand that they should only be counted as one. But you do have a point, in that D&D is one of the latest games to take on a more unified mechanic.</p><p></p><p>So, they did it in one thing, so they shoudl go ahead and do it in others? Since they bought into one design philosophy others had, they should buy into all the others? I think that's a quick road to having all games look pretty much alike. Thank you, I'll pass. </p><p></p><p>What people often miss is that, just in the world of living things, for games there is a strength in diversity. There is no <em>need</em> to have all games be the same in this regard. And we gain something in having multiple styles to compare and contrast. And since we have multiple styles already out there, folks are free to play another one if D&D doesn't fit what they want to do.</p><p></p><p>That, fundamentally, is the best reason to avoid makign D&D into things that are already well-covered by other systems. Those others already exist. What is to be gained by having them all do the same thing? Would you prefer all board games to be, Monopoly, and all movies be The Matrix, and all books be Lord of the Rings?</p></blockquote><p></p>
[QUOTE="Umbran, post: 2722646, member: 177"] I am not at all convinced that D&D is following anyone when considering presitge classes and skills - D&D had the forerunners of those in previous editions all on it's lonesome: the 1e bard & dual-classed character, and the 2e "kit", and the 2e nonweapon proficiency. These all came in 1989 or earlier - before most of the other games around were published. Kinda difficult to say they're following the pack when their (albeit crude) designs were among the first in the market. And I think you double-count when talking about unifying the mechanic and eliminating subsystems. Those two go so stongly hand-in-hand that they should only be counted as one. But you do have a point, in that D&D is one of the latest games to take on a more unified mechanic. So, they did it in one thing, so they shoudl go ahead and do it in others? Since they bought into one design philosophy others had, they should buy into all the others? I think that's a quick road to having all games look pretty much alike. Thank you, I'll pass. What people often miss is that, just in the world of living things, for games there is a strength in diversity. There is no [i]need[/i] to have all games be the same in this regard. And we gain something in having multiple styles to compare and contrast. And since we have multiple styles already out there, folks are free to play another one if D&D doesn't fit what they want to do. That, fundamentally, is the best reason to avoid makign D&D into things that are already well-covered by other systems. Those others already exist. What is to be gained by having them all do the same thing? Would you prefer all board games to be, Monopoly, and all movies be The Matrix, and all books be Lord of the Rings? [/QUOTE]
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Why isn't base attack a skill?
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