Balesir
Adventurer
In another thread, some ideas about the skills system for D&DNext - starting with the version in the playtest and moving from there - cropped up. This discussion is rather peripheral to the thread itself, though, so I'm starting a new thread for it here. Here are the most relevant (in my view - please quote more if you think I've missed something out!) post sections so far:
Obviously, "perception is everything", but I really don't see the skill system presented in the playtest as different from 4e's except that the "trained" bonus is lower. You have a list of skills (including a set that are just the "default" of the attribute modifier) to use for all "skill based" rolls.
The real issue I forsee with the skills as presented I don't think will come up in early playtests - and maybe not in any playtests. It's that the skill "list" is unbounded - if you need a skill for a background, you just make one up. I think this risks not only skill "bloat", but also the sort of issues evident in 3.X and 4e with feats. I think in time we will see "obsolete" skills and "overpowered" skills and all that stuff, as well as "skill bloat". In a limited playtest (sub)set, though, this will not be evident at all.
This is an issue in any system that allows natural language descriptors to be brought in as mechanical elements.
HeroQuest revised has good advice on how to handle this - namely, first ascertain the breadth of a descriptor relevant to the total pool of PCs descriptors, and second relativise DCs to that ascertained breadth. So when a caber needs to be tossed, the PC with a "Strong Descriptor" faces a higher DC than a PC with a "Champion caber tosser" descriptor.
Because this is overtly metagamey, though, I don't think D&Dnext will use this sort of system.
If they are going for a finite list instead, though, then I for one would like to see Natural Lore, Wilderness Lore, Survival and Animal Handling merged - partly, at least, if not completely. These are needless points of distinction in a system where each PC has only a handful of skills.
Yes, that's an alternative - or just have a skill give +1, +2, +3 or +4 (say), depending on how "broad" it is.
Another alternative is the way PrimeTime Adventures handles backgrounds. Here, you can describe any sort of background, skill areas and things like contacts that you want, but there is a hard limit on how many times you get to use the bonuses from them in an "episode". In D&D this would translate as the use of skill bonuses being a "vancian power" - i.e. you can use the bonus only X times, with those "slots" recharging when you rest (extended rest or maybe some recovery on a short rest?). This would work well with the "roll a characteristic" system we see in the playtest, actually, since you get your attribute bonus anyway - it's only the +3 skill bonus that you have limited uses of. It also keeps things balanced between skills (you could name skills, backgrounds or even contacts and resources like laboratories and spy networks as potential "advantages"). Rogues could get extra "slots" per day to use. Just a thought.
If they are going this way [editor's note: meaning "using an unbounded skill list"] (and it sounds like they may not be) I would prefer them to go "all the way", as it were. So rather than your background giving you a list of skills at +3, your background is your background, and you get a +3 to any ability check in which your background comes into play.
So if your background is "Trained in the grand army of Karameikos", then any time that is relevant - pitching a tent, palling it up with Karmeikian NCOs, etc - you get to add +3. If your background is "Apprenticed as a wizard of the Spiral Tower", then you have a different backstory to draw on to get your +3.
One advantage of going this way, I think, is that players who push hard to broaden their skills will also have to give the GM the necessary backstory narrative to hang that on - which then gives the GM new material on the basis of which to introduce complications or challenges for that PC, and the group more generally. So it is at least a bit more self-regulating as far as balance is concerned.
I have played five or six systems that do this now, and tbh they not been a huge success.
We had a lot of problems over deciding what activities should or should not be part of a background, often because in D&D its quite fantastical so words can be taken different ways. Is a 'Spy' M'Lady or James Bond, or even both? Should they have knowledge of explosives?
The other problem we had was players just not asking for bonuses because they had much more limited view of what the background meant. So to my mind, a 'Pirate' is probably good at climbing, they spend a lot of time at height with no hand holds. So when making a climb check it should probably grant a bonus, but the player did not ask for one because they were not on board a ship.
You can obviously work through all this, but having a few set examples of what a Background entails seems a much better starting point from my experience.
This is similar to the RPG Summerland, where a characters provide one word or phrase for their backstory/background. For instance "It was a dark night"
And during intense encounters, the PC can elaborate on his/her background to gain a benefit on the die roll, but then in so doing their backstory expands. For instance during a late evening, the PCs face off a pack of brigands, the character can expand his backstory to
"It was a dark night, and I was surrounded"
So he is matching current events with a particular backstory/incident...In Summerland your character is a drifter and has suffered some trauma or something bad in the past. Your goal is to obtain redemption - inner peace.
A character can expand on his backstory for a bonus to die, if he can fit the current setting with that particular moment in his past. As he does that he attempts to deal with his issues reaching him ever closer to redemption.
In a similar vein making a DnD character's backstory open-ended has the same effect - bonus to die. It suits Summerland more, due to the theme/mood, but if they were to implement something on these lines
it could get heavily abused and certainly some limits would have to be implemented to safegaurd DMs.
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