Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Design Space - What are the biggest gaps in 4th Edition?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="KidSnide" data-source="post: 5552524" data-attributes="member: 54710"><p>Non-adventuring skills matter (and deserve mechanics) when they apply to a type of action that is a major focus of the campaign. If 30% of the campaign is non-adventuring, than the PCs should each have a non-adventuring niche (appropriate to the campaign) so they can each shine in a distinct way.</p><p></p><p>If a player wants a character who's a cobbler, than - yes - any decent GM can just say "it is so." But that's not a general answer to non-adventuring skills, that's a particular answer to the question of minor trade skills. It's OK to say "you're PC is a competent" cobbler for no mechanical cost because -- unless the campaign has an unusual focus on shoes -- there is little mechanical benefit. A cobbler PC isn't stepping on the toes of any other PCs (as it were).</p><p></p><p>Game mechanics are important when the skills in question are an important part of the campaign. If the campaign is truly 98% adventuring, then it's appropriate to treat all non-adventuring skills with a non-mechanical handwave. If the campaign involves a large amount of royal intrigue, then it's its important that the PCs have intrigue-related abilities that allow each of them to shine in different intrigue-related ways. If a campaign is nautical then a different set of niches are appropriate for the PCs. A campaign with lots of mass combat should allow the PCs to participate in mass combat in distinct ways also. If a campaign is actually about a collection of very-low-level characters playing the leaders of a village (a little boring to me, but - hey - I'm sure it's someone's idea of fun), then mechanics for trade skills might be important.</p><p></p><p>A core aspect of the D&D adventuring rules (i.e. most of them) is that they provide PCs with niche protection. Particularly with 4e, a player picks a role and - by virtue of that role - has a capability to uniquely contribute to the group's success. Good non-adventuring rules should also give each PC a non-adventuring niche. The challenge is that one campaign's solid niche is another campaign's useless ability. That why (1) non-adventuring rules should be optional, and (2) when creating non-adventuring rules the designer needs to focus those rules on the types of campaigns for which they are important.</p><p></p><p>The objective is not to create a single set of non-adventuring rules appropriate for all campaigns. The objective should be to create a small library of well thought out non-adventuring rules that can be mixed-and-matched to support a wide range of campaigns.</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5552524, member: 54710"] Non-adventuring skills matter (and deserve mechanics) when they apply to a type of action that is a major focus of the campaign. If 30% of the campaign is non-adventuring, than the PCs should each have a non-adventuring niche (appropriate to the campaign) so they can each shine in a distinct way. If a player wants a character who's a cobbler, than - yes - any decent GM can just say "it is so." But that's not a general answer to non-adventuring skills, that's a particular answer to the question of minor trade skills. It's OK to say "you're PC is a competent" cobbler for no mechanical cost because -- unless the campaign has an unusual focus on shoes -- there is little mechanical benefit. A cobbler PC isn't stepping on the toes of any other PCs (as it were). Game mechanics are important when the skills in question are an important part of the campaign. If the campaign is truly 98% adventuring, then it's appropriate to treat all non-adventuring skills with a non-mechanical handwave. If the campaign involves a large amount of royal intrigue, then it's its important that the PCs have intrigue-related abilities that allow each of them to shine in different intrigue-related ways. If a campaign is nautical then a different set of niches are appropriate for the PCs. A campaign with lots of mass combat should allow the PCs to participate in mass combat in distinct ways also. If a campaign is actually about a collection of very-low-level characters playing the leaders of a village (a little boring to me, but - hey - I'm sure it's someone's idea of fun), then mechanics for trade skills might be important. A core aspect of the D&D adventuring rules (i.e. most of them) is that they provide PCs with niche protection. Particularly with 4e, a player picks a role and - by virtue of that role - has a capability to uniquely contribute to the group's success. Good non-adventuring rules should also give each PC a non-adventuring niche. The challenge is that one campaign's solid niche is another campaign's useless ability. That why (1) non-adventuring rules should be optional, and (2) when creating non-adventuring rules the designer needs to focus those rules on the types of campaigns for which they are important. The objective is not to create a single set of non-adventuring rules appropriate for all campaigns. The objective should be to create a small library of well thought out non-adventuring rules that can be mixed-and-matched to support a wide range of campaigns. -KS [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Design Space - What are the biggest gaps in 4th Edition?
Top