Would, for you personally, the skill system had worked if (a) it was only active roll that (b) had consequences (outside time spent) for failure?
If you
do actually read 24 pages you'll find some clarification, but yes in general what I advocate are dice rolls that:
- Result from player action declarations
- Have consequences for failure (where failure itself doesn't count as a consequence; it has to lead to some game state that is worse than not having tried)
The problem with implementing that in this particular game is that advancement depends on the dice rolls.
This reminds me of a really poor experience I had with an early edition of Mechwarrior, which they resolved in later editions I'm told. It was the same sort of thing where rolls led to advancement, but the most roll-dense part of the game was mech combat. And one player's mech might have have two weapons, one long range and one short, and another might have an even dozen machine guns (each with their own roll) as well as other short range heat-generating weapons.
I dislike the idea of a meta-level of optimization by picking skills that get used more. And in cases like this, if not everyone can pick locks or open traps, you're the one who will get those rolls.
At least this the skill advancement seems linked to the skill used, unlike in that case.
Agreed. One thing I do like about Dragonbane skills is that the chance of improvement is inversely proportional to your current skill. So there's a great incentive to "invest" in your lower skills.
There's math to adjust for 1 roll at X chance to be the same as Y rolls at Z chance. I wonder if a quick conversion chart for your party size would be worth it to attach to your GM screen, so that these rolls have the same chance to succeed as the adventure expects, while you're letting everyone roll.
Dragonbane has fixed "DCs", meaning that you roll your skill or lower on a d20 (is that like Pendragon?) with literally no modifiers except Advantage/Disadvantage (called "Boons" and "Banes", which can stack), so implementing that kind of math would really mess with the game.
In any event, it's not the math of having everybody roll...and thus succeed...in itself that bothers me (especially since I'm inclined to grant autosuccess on zero-consequence checks anyway). It's that I find the absence of any incentive to
not roll an indicator of a poor skills system. So when everybody says, "Can I roll, too?" I think "This system is dumb."
I don't think there I would consider combat "skill use" to have a consequence. There is no penalty for failure. Sure there's the indirect issue that the time spent not succeeding can have negative consequences, just like the 15 minutes picking a lock can lead to negative consequences. But it doesn't seem that failing an attack/casting check imposes a direct consequence on the character.
It's not consequence but cost: the attack costs you your turn, which could perhaps be used to do something else (Drink a potion? Cast a spell? Shove the orc? Dodge?). In general when talking about skills I refer only to consequences, but really anything that makes the player pause and say, "Hmm...do I really want to pay the price to try?" is good enough.
Admittedly, in some/many games, for some/many classes, there aren't really all that many choices, so perhaps "I swing my sword" is the only real option to consider. But that's a problem with specific implementations. (I've been wanting to try Nimble, which seems to have an interesting design around that choice.)