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D&D 5E What needs to be fixed in 5E?


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I think it's related to the notion going around that people who like those skills in the background aren't good roleplayers - also BS.
Again, for clarity, I don't agree with that position. I only desire to have all skills have the same mechanics; the same rules. Those who don't want to use them could choose not to.

None of which is reflection on anybody's RP skills. It's just a difference in styles, not quality.
 

Yes, WE care. I'm talking about the customers that are gone for good. It would make no sense for WotC to chase away their current supporters only to fail to win back folks that have already abandoned them for good.

1) If you assume they are gone, they are gone.

2) Whether it makes sense to chase non-adopters of 4Ed or not depends upon numbers neither of us have.

Background Skills:
Write two backgrounds appropriate for your character. You may use those backgrounds as trained skills when appropriate.

Examples:
Blacksmith
Cartographer
Chef
Cobbler
Farmer
Hunter
Sailor

Can do it with current 4E :)

In 34 years in D&D, I can tell you I've encountered a huge number of DMs who decided not to use things detailed in books outside of the DMG, PHB and MM...plus a few who cut out stuff from THOSE books.

And 4Ed's "Everything is Core" philosophy hasn't changed that: I've yet to encounter a 4Ed DM who uses "Background skills."
 
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Not really, no. Your background name never necessarily has a mechanical effect, and the background bonuses add to already existing skills.

Well, PHB2 states flat out that you can use ANY background that makes sense as a reason to get a bonus or even auto-success in something that would logically follow from it. I agree, MANY backgrounds don't really suggest much, though if you flesh them out some they certainly could (IE 'Raised on the Streets' gives a bonus to Streetwise, but it could certainly also justify automatically knowing a good bit of information on your home turf, you just have to flesh out the character enough to know specifically where that is).

Though the background rules in PH2 are pretty cool - sadly overshadowed by their other backgrounds (Scales of War, Forgotten Realms) :(

Sure, but those are setting-specific rules, and thus technically are not available to just any PC. I don't allow them in my homebrew setting for instance. Actually I MIGHT allow one if it really matched well with a specific element in my campaign world, but in general I've created similar material that is not stronger than the defaults for that, so it isn't an issue). I agree those were not well conceived backgrounds though, mechanically speaking.
 

On the one hand, I think a short skill list filled with skills of vaguely equal importance is of high value to the game. A smaller number of skills limits the amount of rules necessary to explain the skills and it prevents optimization traps where someone needs to sacrifice their perception or mobility to adequately fill out their character background.

On the other hand, I appreciate the value of having mechanics to help realize the non-adventuring parts of the character. In my games, I apply an ad hoc +5 skilled modifier to checks where the character's background would give them proficiency, but I understand how many folks want something more concrete than a DM's ad hoc adjustments.

It seems to me that a two-tiered skill system is the right solution here. I'd keep the core list as it is, and change the optional background feature to allow players to use 2-3 background "slots" to either add a relevant core-skill to their class list or to pick from a large (and expandable) list of skills relating to craft, profession or non-adventuring areas of knowledge. If 5e feats are appropriate for non-combat enhancements, it would be reasonable to allow a feat that gives a substantial bonus to a single non-combat skill so you could play "one of the world's great blacksmiths" or something to that effect.

-KS
 




On the one hand, I think a short skill list filled with skills of vaguely equal importance is of high value to the game. A smaller number of skills limits the amount of rules necessary to explain the skills and it prevents optimization traps where someone needs to sacrifice their perception or mobility to adequately fill out their character background.

On the other hand, I appreciate the value of having mechanics to help realize the non-adventuring parts of the character.

It seems to me that a two-tiered skill system is the right solution here.
Keeping the skill list small - and the skills fairly broad - is a really good idea. Not just for D&D, but for games in general. Skill proliferation is a bane of good game design, it creates incompetence - each additional skill is another thing your character /can't do/, unless he invests in the skill.

Maybe '5e' or just 'better D&D' really needs 3 siloes, rather than tiers. You get combat abilities that support your combat role in one 'silo' - that's all your basic attack bonuses and defenses, hps/surges, and attack powers and so forth. The, you get a separate customizeable pool of non-combat options - skills, utility powers, rituals, etc - that support, perhaps, a formal non-combat role. Finally, you get a separate set of customizeable 'background' choices that let you customize your character's non-adventuring aptitudes, knacks, traits and quirks. The key is that you can't swap from one 'silo' to another. No sacrificing combat effectiveness for non-combat, or overall effectiveness for a detailed background.
 

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