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*Pathfinder & Starfinder
Decoupling actions and skills
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<blockquote data-quote="AeroDm" data-source="post: 5573365" data-attributes="member: 13650"><p>I’ve been considering a modification to 4e skills to make them more generally applicable to a range of actions. My goal is to encourage players to take actions that make sense instead of focusing on actions predominantly because of their chance to succeed. By actions here, I am referring to any actions that are currently embedded under a skill description.</p><p></p><p>Here are the broad strokes of the change: </p><ul> <li data-xf-list-type="ul">All actions (i.e. climb, handle animal, change attitudes, etc) are now ability checks (ability mod + ½ level) with no change to how DCs are calculated. The GM selects a single ability for an action that best encapsulates the essence of the action. For example, if strength goes to the essence of jumping, jumping is a strength check. If two or more abilities seem to go to the essence of the action, pick one and be consistent.</li> <li data-xf-list-type="ul">Characters receive a number of affinities equal to how many skills they would normally receive. Affinities begin at +5 and may be increased by feats, races, or other sources.</li> <li data-xf-list-type="ul">Affinities may often add to an ability check. If the affinity goes to the essence of the action, add the affinity in full. If the affinity is related to the action (but doesn’t go to the essence), add half the affinity (round down). </li> <li data-xf-list-type="ul">The player announces the action and the manner in which it is achieved. The GM then determines if the affinity goes to the essence of the action (full bonus), is related to the action (half bonus), or is unrelated to the action (no bonus). The GM is encouraged to give greater deference to creative or new descriptions. Use existing sources, like the PHB, as a guide in determining affinity applicability.</li> </ul><p></p><p>The impact is modest (no one gets more affinities than they did skills, same DCs, and no feats are obsolete) but reverses the current relationship between skills and actions. When asked, “What do you do?” instead of having the reaction of “Well what am I good at?” the instinct becomes “I want to do X, how can I do it well?” I prefer the later and I think this goes in that direction.</p><p></p><p>You can read a more <a href="http://runeward.blogspot.com/2011/05/great-design-bad-rules.html" target="_blank">detailed rationale here</a>, but the article closes with what I think is the coolest part of the change:</p></blockquote><p></p>
[QUOTE="AeroDm, post: 5573365, member: 13650"] I’ve been considering a modification to 4e skills to make them more generally applicable to a range of actions. My goal is to encourage players to take actions that make sense instead of focusing on actions predominantly because of their chance to succeed. By actions here, I am referring to any actions that are currently embedded under a skill description. Here are the broad strokes of the change: [LIST] [*]All actions (i.e. climb, handle animal, change attitudes, etc) are now ability checks (ability mod + ½ level) with no change to how DCs are calculated. The GM selects a single ability for an action that best encapsulates the essence of the action. For example, if strength goes to the essence of jumping, jumping is a strength check. If two or more abilities seem to go to the essence of the action, pick one and be consistent. [*]Characters receive a number of affinities equal to how many skills they would normally receive. Affinities begin at +5 and may be increased by feats, races, or other sources. [*]Affinities may often add to an ability check. If the affinity goes to the essence of the action, add the affinity in full. If the affinity is related to the action (but doesn’t go to the essence), add half the affinity (round down). [*]The player announces the action and the manner in which it is achieved. The GM then determines if the affinity goes to the essence of the action (full bonus), is related to the action (half bonus), or is unrelated to the action (no bonus). The GM is encouraged to give greater deference to creative or new descriptions. Use existing sources, like the PHB, as a guide in determining affinity applicability. [/LIST] The impact is modest (no one gets more affinities than they did skills, same DCs, and no feats are obsolete) but reverses the current relationship between skills and actions. When asked, “What do you do?” instead of having the reaction of “Well what am I good at?” the instinct becomes “I want to do X, how can I do it well?” I prefer the later and I think this goes in that direction. You can read a more [URL="http://runeward.blogspot.com/2011/05/great-design-bad-rules.html"]detailed rationale here[/URL], but the article closes with what I think is the coolest part of the change: [/QUOTE]
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