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General Tabletop Discussion
*Pathfinder & Starfinder
add 1/2 level to ability checks? What? Why?
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<blockquote data-quote="Thasmodious" data-source="post: 4287204" data-attributes="member: 63272"><p>Le sigh, that's not what I'm saying and I think you're smart enough to understand that. </p><p></p><p>D&D has never been a direct experience based system, where you only gain in the things you do directly in the course of the game. Not in any edition. Its part of the core of the game that experience is generalized. I was saying if that is something that snaps your suspension of a game system, then D&D is not the game for you, and that there are plenty of others that are built on direct experience. Its a perfectly valid statement and not some version of "love it or leave it." </p><p></p><p>It would be like you starting a thread saying that 4e is stooopid because there are no laser beams and space ships in it. Then crying foul when others suggest that a scifi game would be more to your liking and daring to suggest one. "I want to play D&D MY way, and if MY way isn't in the game, then its stooopid!"</p><p></p><p></p><p></p><p>And it is easily rationalized that it makes sense for adventurers, by adventuring to get better at such things. The corner cases come in with statements like, what about a fighter who has only ever bashed down doors and never even seen a rogue being better at lockpicking? </p><p></p><p></p><p></p><p>When the system itself makes sense, and the corollary is that adventurers don't get better at adventuring, then yeah, I'd say its a good and consistent system. It makes sense that adventurers get better at the things they need to do while adventuring. 1/2 lvl is a simple and elegant way to represent that. </p><p></p><p> </p><p></p><p>Abilities and skills, and everything else are inexorably tied. A character doesn't gain ranks in a skill without feats, he improves in those because of his general experience. It doesn't actually change the party dynamic, fighters still handle the heavy lifting and rogues still pick the locks and wizards still know stuff. </p><p></p><p>What it does, mechanically, is account for experience and allow for DCs to be internally consistent and remain a challenge.</p></blockquote><p></p>
[QUOTE="Thasmodious, post: 4287204, member: 63272"] Le sigh, that's not what I'm saying and I think you're smart enough to understand that. D&D has never been a direct experience based system, where you only gain in the things you do directly in the course of the game. Not in any edition. Its part of the core of the game that experience is generalized. I was saying if that is something that snaps your suspension of a game system, then D&D is not the game for you, and that there are plenty of others that are built on direct experience. Its a perfectly valid statement and not some version of "love it or leave it." It would be like you starting a thread saying that 4e is stooopid because there are no laser beams and space ships in it. Then crying foul when others suggest that a scifi game would be more to your liking and daring to suggest one. "I want to play D&D MY way, and if MY way isn't in the game, then its stooopid!" And it is easily rationalized that it makes sense for adventurers, by adventuring to get better at such things. The corner cases come in with statements like, what about a fighter who has only ever bashed down doors and never even seen a rogue being better at lockpicking? When the system itself makes sense, and the corollary is that adventurers don't get better at adventuring, then yeah, I'd say its a good and consistent system. It makes sense that adventurers get better at the things they need to do while adventuring. 1/2 lvl is a simple and elegant way to represent that. Abilities and skills, and everything else are inexorably tied. A character doesn't gain ranks in a skill without feats, he improves in those because of his general experience. It doesn't actually change the party dynamic, fighters still handle the heavy lifting and rogues still pick the locks and wizards still know stuff. What it does, mechanically, is account for experience and allow for DCs to be internally consistent and remain a challenge. [/QUOTE]
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add 1/2 level to ability checks? What? Why?
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