AbdulAlhazred
Legend
Sure, and I am pretty sure 99.9% of GMs are not going to have an idea of how actual real-world alarm systems work such that they can judge the effectiveness of a narrative attempt at bypassing one, or even describe its components in any detail. I mean, I purchased the pieces and put together my own alarm system at home, and even I wouldn't be able to describe the system which a bank vault would employ in the real world with much fidelity. I can guess, based on reading a bunch of manuals and such, overall how its likely to work, but I'd still need to rely on the equivalent of 'F/RT' as mechanics when dealing with it in a game.Modern intrusion and security system specialists get pretty close. They aren't strongly separated from just dealing with locks in some cases, but they recognizably deal with designing and setting alarm systems and getting by same, which is probably indistinguishable from doing the same to traps, accounting for technological level differences.
Right, I mean, once I jumped into a lake, and I can swim pretty well and learned at like age 3, and within 90 seconds I was drowning. It was very not obvious that was going to happen! Well, I was near shore and made my swim check and got out, lol. I don't think things like that CAN be broken down to specific actions, its some weird combination of skill, determination, luck (If I'd sucked in a lung full of water in the first seconds I'd probably have bought it), etc.Well, at some point I always think the swimming case (and jumping and climbing to a large extent) are pretty stark here; just how does one describe doing those in a way that tells you anything about success or failure except in the most extreme cases? I'm an experienced swimmer of many, many years, and I don't even have a clue how I'd describe how to deal with rough waters or know from listening to someone's description if they were going to be successful. You could just pull a number out of your behind of course, but this writes off any difference based on condition, let alone experience.
Honestly though, for straight up skill systems even Traveller, or Bunnies and Burrows (which has the absolute Ur of skill systems AFAIK) is really not materially different or inferior to most modern mainstream RPGs. Heck, read Numenera, I don't see much difference and that's pretty much a 'state of the art' mainstream RPG of fairly recent vintage.Its not a coincidence that even a game as early as Traveler at least gave you some idea of how to look at attributes and factor those in, and it was pretty primitive when it came to some of these things itself.