D&D 4E 4E had better have fewer skills & feats


log in or register to remove this ad

Mystery Man said:
If they include tips on how to refinish my oak dining room table that would be nice too.


I'm sure there's a skill for that already. There's one for craft oak table, craft oak table with finishing, profession oak varnisher, profession specialist oak table crafting carpentry, profession lathe work for table legs (but not chair legs, that goes under KNOWLEDGE craft chair legs profession). Of course, that doesn't include, Craft living room table or for the rope work for the ties that hold it to the floor in case of anti-gravity.

jh
 

JoeGKushner said:
Yeah, I want to see D&D go more GURPS and Hero than it already has.

GURPS and Hero have already gone GURPS and Hero. Why should a third system go the same way? If you want a game that much like GURPS or Hero, play GURPS of Hero.
 

Ranes said:
(a) cleric spell access is more limited than it is currently (perhaps by reworking domains).

One thing I kinda miss about 2e is the Cleric's Spheres. I don't like that Clerics have access to such a large spell list, especially since most Clerics gain access to spells that don't make sense for their religion.
 

Korimyr the Rat said:
One thing I kinda miss about 2e is the Cleric's Spheres. I don't like that Clerics have access to such a large spell list, especially since most Clerics gain access to spells that don't make sense for their religion.
I really hope that any future DMs I am going to play under are going to use Unearthed Arcana's spontaneous casting cleric. It makes domains really important, and individualizes clerics greatly.

I don't need 4e to make it standard. I am set for the moment.

Rav
 

Emirikol said:
Not that I disagree with you Empress, however the accounting for skills is really more complicated than it needs to be. I think the 'skills' could be reduced down into fewer categories and a simpler system that allows for more role-playing feel.

jh
..

WHile I agree with your sentiment that the skill list is too big (and many useless skills are given an entire category by themselves *cough*useropeopenlock*cough*) I don't agree that is it too numbers intensive. I have yet to meet anyone who couldn't grasp the concept in a few minutes. If you math skills are that weak I wonder how you calculate Attack Bonuses or exact change.
 

Psychic Warrior said:
WHile I agree with your sentiment that the skill list is too big (and many useless skills are given an entire category by themselves *cough*useropeopenlock*cough*) I don't agree that is it too numbers intensive. I have yet to meet anyone who couldn't grasp the concept in a few minutes. If you math skills are that weak I wonder how you calculate Attack Bonuses or exact change.

Open lock is useless? And the category skills like craft, knowledge, profession, and perform are useless? It has been my experience that DMs and PCs make skills useless by not using them or introducing faulty houserules that trump them.
 

Crothian said:
Open lock is useless? And the category skills like craft, knowledge, profession, and perform are useless? It has been my experience that DMs and PCs make skills useless by not using them or introducing faulty houserules that trump them.

Open Lock is a narrow subset of Disable Device. Use Rope is a narrowly defined skill that sees little use. I did not say or intend to imply that craft, knowledge, profession and/or perform were/are useless - please don't put words in my mou...err post.
 

Ravellion said:
I really hope that any future DMs I am going to play under are going to use Unearthed Arcana's spontaneous casting cleric. It makes domains really important, and individualizes clerics greatly.

I don't need 4e to make it standard. I am set for the moment.

Rav

That's called a favored soul ;) But seriously, I don't have a problem with the number of skills and feats. D&D has always been about math one way or another. You calculate skill modifiers, attack modifiers, saves etc. I think the skill list is pretty decent. I wouldn't change anything.

As for feats, I think it's great to have options. Sure enough, it gets extremely difficult to choose which feats to take and which not to take, but I like having the options. I think that's a part of the fun in 3rd edition.
 

Psychic Warrior said:
Open Lock is a narrow subset of Disable Device. Use Rope is a narrowly defined skill that sees little use. I did not say or intend to imply that craft, knowledge, profession and/or perform were/are useless - please don't put words in my mou...err post.

Well, you are using terms that don't exist in the game by saying the skill categories. Craft and the like are skills that represent a category of skill so that is why I went with those skills. It was the only thing that made sense.

Open lock though is not a sub set of disable device. There are no sub set skills. Each has its use and they do not overlap. Use rope is actaully not narrowly defined, it covers everything one could use a rope for.
 

Remove ads

Top