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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Design and Development: Skills
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<blockquote data-quote="Riastlin" data-source="post: 5648053" data-attributes="member: 94022"><p>Its a bit hard to determine how much I would like this system with such a small sample size. However, I will admit that I am actually in favor of more complexity (or rather more specialization) in skills as opposed to the simplification of the system. So I could maybe get on board with what he is saying if you add in the talent system so that somebody who wanted to get really good at say, climbing, would be able to do so (albeit likely at a cost somewhere else). My personal opinion is that 4ed still doesn't quite get skills right as for those who are trained in a skill, there is really very little difference between them (you are either good at diplomacy, average, or bad), with really very little ability to become amazing at it. (To be fair, this can be achieved somewhat through backgrounds, items, and skill focus and the system is not nearly as bad as I thought it was when 4ed was first released).</p><p> </p><p>As for working for Mearls: I dunno, the way I see it, he's simply trying to open up a conversation with the fans (who ultimately are going to be the customers as well). I don't see it as necessarily micromanaging as much as "Hey guys, we have this idea here that goes something like this _____. Is this something that y'all would be interested in or does it suck donkey balls?" I see it as a way for them to get a quick reaction from the customer base on a broad idea. Obviously this won't be, or rather shouldn't be, the sole determining factor in future design, but I do think its a pretty good strategy. This particular article for instance is basically asking: "Do we even need skills in the game? If so, do you want them simplified or do you want a way to allow characters to become particularly good at a given skill? More complex system or less?"</p></blockquote><p></p>
[QUOTE="Riastlin, post: 5648053, member: 94022"] Its a bit hard to determine how much I would like this system with such a small sample size. However, I will admit that I am actually in favor of more complexity (or rather more specialization) in skills as opposed to the simplification of the system. So I could maybe get on board with what he is saying if you add in the talent system so that somebody who wanted to get really good at say, climbing, would be able to do so (albeit likely at a cost somewhere else). My personal opinion is that 4ed still doesn't quite get skills right as for those who are trained in a skill, there is really very little difference between them (you are either good at diplomacy, average, or bad), with really very little ability to become amazing at it. (To be fair, this can be achieved somewhat through backgrounds, items, and skill focus and the system is not nearly as bad as I thought it was when 4ed was first released). As for working for Mearls: I dunno, the way I see it, he's simply trying to open up a conversation with the fans (who ultimately are going to be the customers as well). I don't see it as necessarily micromanaging as much as "Hey guys, we have this idea here that goes something like this _____. Is this something that y'all would be interested in or does it suck donkey balls?" I see it as a way for them to get a quick reaction from the customer base on a broad idea. Obviously this won't be, or rather shouldn't be, the sole determining factor in future design, but I do think its a pretty good strategy. This particular article for instance is basically asking: "Do we even need skills in the game? If so, do you want them simplified or do you want a way to allow characters to become particularly good at a given skill? More complex system or less?" [/QUOTE]
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Design and Development: Skills
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