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3.5 Perform, Diplomacy
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<blockquote data-quote="Michael Tree" data-source="post: 993171" data-attributes="member: 1455"><p>Good point. However, the natural solution to that disparity isn't to split one skill in 11 completely seperate skills, it's to allow non-proficient performance types at -4. Ta ta! Now it works identically to the way fighting skill works. The only difference is that proficiencies come free with skill ranks instead of having to be bought with feats. But since, as you said, performance is much less important and prevalent than combat, that isn't a problem.</p><p></p><p></p><p>Funny, I was about to write essentially the same thing. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> We obviously differ in our opinions such that discussion won't make any changes. We all differ too fundementally in what we value in the game. We are interested in what is fair and balanced game-mechanically, while you are interesed in what is realistic and uncomplicated. I don't really care about realistically modeling the real world, I care about dramatically modeling adventure fantasy. Frankly, if I cared at all about realism, I wouldn't be playing D&D.</p><p></p><p>D&D is full of unrealistic rules, and I fail to see why an unrealistic performance is any more unacceptable than unrealistic fighting, skill learning, bluffing and feinting, and so on. "Leaning more languages by killing creatures and avoiding traps" and "being an incredibly good archer despite never having fired a bow in your life, because you have fought a lot in melee" are far more ridiculous than being able to play many musical instruments.</p><p></p><p></p><p>My entire point is that 3.0 perform is better for the game. The older version is definitely odd, but it is also balanced and fair. The 3.0 version needed changes, but the 3.5 change created far more problems and imbalances than it solved.</p></blockquote><p></p>
[QUOTE="Michael Tree, post: 993171, member: 1455"] Good point. However, the natural solution to that disparity isn't to split one skill in 11 completely seperate skills, it's to allow non-proficient performance types at -4. Ta ta! Now it works identically to the way fighting skill works. The only difference is that proficiencies come free with skill ranks instead of having to be bought with feats. But since, as you said, performance is much less important and prevalent than combat, that isn't a problem. Funny, I was about to write essentially the same thing. :) We obviously differ in our opinions such that discussion won't make any changes. We all differ too fundementally in what we value in the game. We are interested in what is fair and balanced game-mechanically, while you are interesed in what is realistic and uncomplicated. I don't really care about realistically modeling the real world, I care about dramatically modeling adventure fantasy. Frankly, if I cared at all about realism, I wouldn't be playing D&D. D&D is full of unrealistic rules, and I fail to see why an unrealistic performance is any more unacceptable than unrealistic fighting, skill learning, bluffing and feinting, and so on. "Leaning more languages by killing creatures and avoiding traps" and "being an incredibly good archer despite never having fired a bow in your life, because you have fought a lot in melee" are far more ridiculous than being able to play many musical instruments. My entire point is that 3.0 perform is better for the game. The older version is definitely odd, but it is also balanced and fair. The 3.0 version needed changes, but the 3.5 change created far more problems and imbalances than it solved. [/QUOTE]
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