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5th Edition and The Rules
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<blockquote data-quote="jasin" data-source="post: 6361221" data-attributes="member: 7531"><p>In this context, skills and, especially, feats, are just the 3E label for a very general concept: an activity with a variable success rate, and a exceptional special ability, respectively.</p><p></p><p>What is, specifically, the issue you see with skills and feats? Are you suggesting the very fundamental concepts of differing bonuses leading to differing success rates of various activities (skills), and special abilities which grant you exceptions from how the rules usually work (feats) are somehow problematic?</p><p></p><p></p><p>My experience is my own, but in my experience, this sounds more like 2E. "Does your fighter have Climb Walls? No, only the thief does. Well then..." "Your wizard can't use swords. I don't know or care what happens if he tries, he just can't." Even when it got to negotiating rules, the chance was often far from decent, as the DMs almost always felt a need to not give it up easily: an example comes to mind where someone wanted to grab on to carriage rushing past, and had to make a Dex check to grab a railing, then a Str check to hold on, then a material saving throw for the wood to hold his weigh... I think that's the one he failed, to the DM's relief.</p><p></p><p>In 3E, the the majority of activities can at least be attempted without training. The success rate will be low or risk will be increased, but this is information largely available to the players before they commit to the action, unlike in my example above.</p></blockquote><p></p>
[QUOTE="jasin, post: 6361221, member: 7531"] In this context, skills and, especially, feats, are just the 3E label for a very general concept: an activity with a variable success rate, and a exceptional special ability, respectively. What is, specifically, the issue you see with skills and feats? Are you suggesting the very fundamental concepts of differing bonuses leading to differing success rates of various activities (skills), and special abilities which grant you exceptions from how the rules usually work (feats) are somehow problematic? My experience is my own, but in my experience, this sounds more like 2E. "Does your fighter have Climb Walls? No, only the thief does. Well then..." "Your wizard can't use swords. I don't know or care what happens if he tries, he just can't." Even when it got to negotiating rules, the chance was often far from decent, as the DMs almost always felt a need to not give it up easily: an example comes to mind where someone wanted to grab on to carriage rushing past, and had to make a Dex check to grab a railing, then a Str check to hold on, then a material saving throw for the wood to hold his weigh... I think that's the one he failed, to the DM's relief. In 3E, the the majority of activities can at least be attempted without training. The success rate will be low or risk will be increased, but this is information largely available to the players before they commit to the action, unlike in my example above. [/QUOTE]
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