Ruin Explorer
Legend
Words to live by, honestly.I don't know why we should settle for "works if you hit it hard when it rattles" when we could have a smooth-running game.
Agree.And I don't think that it's about playstyle. There's a LOT of things that could be improved, IMO, that are playstyle-agnostic.
Yes this is absolutely huge and it's a totally fixable problem. Like a number of issues here, it's not even a hard problem to fix. You just have to sit down and work through it, as game designers.I'd like a skill system that more closely examines the kinds of checks that are actually rolled in the game. Identify the checks that are made and make skills that target those checks. Give each skill more even weight. Does that make sense? I don't expect to be agreed with here, but I'm really quite unhappy with the skill system, in particular how it works in conjunction with tools, but that's another story.
The big issue with skills beyond the usage that I see with 5E is that they're checked too often, and the checks are so RNG-based. It seems like Take 10/20 should be there to reduce RNG and allow people who have invested in skills to get better use out of them, because right now, if there's any way for the whole of the party to roll a skill, that is far smarter in most cases than getting the expert in. DMGs can moderate that in various ways, but it's a fundamental issue - it's absolutely not the case in most RPGs either! It's a peculiarity of the huge RNG compared to the small modifier at lower levels in D&D.
I think the majority of "skill checks" should be 10+PB if you have the skill+stat mod, and the DCs set accordingly, with rolls being reserved for high-drama or super-obscure stuff where it is plausible that because it's such random info, some oik might just have picked it up.