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4e skill system -dont get it.
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<blockquote data-quote="Storm-Bringer" data-source="post: 4129027" data-attributes="member: 57832"><p>Not necessarily.</p><p></p><p>Part of crafting a puzzle is having the solution in mind. Crosswords can be solved by fitting in whatever words you want, but then you just have a grid with a few blacked out squares. Not much point in having clues.</p><p></p><p>So, either we have a solution the DM is looking for (pixel hunt), or the DM sets up some 'puzzle', and the method of solving it is irrelevant. Which rather makes the puzzle irrelevant. I think the 'yes you can' design ideal is a good plan, but it can easily lead to its own set of problems.</p><p></p><p>Not all puzzles should have a single path to the solution, certainly. Doubly so for RPGs. In this case, even the middle ground between 'only the skills the DM wants' and 'all and sundry skills will work' is not precisely tenable. If it only enforces negotiation between the players and the DM as to what skills should apply, that is a good step, but adding dice doesn't really change that. As they say, role-playing happens outside of the rules anyway, and I don't see how this will greatly enhance that, although it could give DMs some additional advice on how to spice things up, if written well,</p></blockquote><p></p>
[QUOTE="Storm-Bringer, post: 4129027, member: 57832"] Not necessarily. Part of crafting a puzzle is having the solution in mind. Crosswords can be solved by fitting in whatever words you want, but then you just have a grid with a few blacked out squares. Not much point in having clues. So, either we have a solution the DM is looking for (pixel hunt), or the DM sets up some 'puzzle', and the method of solving it is irrelevant. Which rather makes the puzzle irrelevant. I think the 'yes you can' design ideal is a good plan, but it can easily lead to its own set of problems. Not all puzzles should have a single path to the solution, certainly. Doubly so for RPGs. In this case, even the middle ground between 'only the skills the DM wants' and 'all and sundry skills will work' is not precisely tenable. If it only enforces negotiation between the players and the DM as to what skills should apply, that is a good step, but adding dice doesn't really change that. As they say, role-playing happens outside of the rules anyway, and I don't see how this will greatly enhance that, although it could give DMs some additional advice on how to spice things up, if written well, [/QUOTE]
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