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General Tabletop Discussion
*Dungeons & Dragons
Designing a skill system that the PLAYER can opt into.
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<blockquote data-quote="Rune" data-source="post: 6122325" data-attributes="member: 67"><p>The advantage/disadvantage is an obvious simple skill system, but it does step on the toes of races that grant advantage to ability checks for certain things like listen and spot. I'd much rather these races weren't automatically skilled in those things.</p><p></p><p></p><p></p><p>Meaning you don't think the game should allow for a non-skilled character to be balanced with a skilled one? Because your suggestion is functionally the same as mine--no increase to the upper end of ability (except for increases granted through ability boosts) and a higher chance of success for trained characters (although your suggestion <em>does</em> allow for trained characters to fail at simple tasks).</p><p></p><p></p><p></p><p>Because if you can use it for an autosuccess for attack rolls (for instance), it is obviously a superior choice to gaining a skill.</p><p></p><p></p><p></p><p>Fair enough. A simple solution to that problem would be to add the following option: <strong>If you roll the maximum value for your ability check, something crazy good happens (or the die explodes, if your player <em>really</em> likes rolling dice!).</strong> This would <em>still</em> be balanced with the non-skilled character with the <strong>Succeed when you need to</strong> ability.</p></blockquote><p></p>
[QUOTE="Rune, post: 6122325, member: 67"] The advantage/disadvantage is an obvious simple skill system, but it does step on the toes of races that grant advantage to ability checks for certain things like listen and spot. I'd much rather these races weren't automatically skilled in those things. Meaning you don't think the game should allow for a non-skilled character to be balanced with a skilled one? Because your suggestion is functionally the same as mine--no increase to the upper end of ability (except for increases granted through ability boosts) and a higher chance of success for trained characters (although your suggestion [i]does[/i] allow for trained characters to fail at simple tasks). Because if you can use it for an autosuccess for attack rolls (for instance), it is obviously a superior choice to gaining a skill. Fair enough. A simple solution to that problem would be to add the following option: [b]If you roll the maximum value for your ability check, something crazy good happens (or the die explodes, if your player [i]really[/i] likes rolling dice!).[/b] This would [i]still[/i] be balanced with the non-skilled character with the [b]Succeed when you need to[/b] ability. [/QUOTE]
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Designing a skill system that the PLAYER can opt into.
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