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*TTRPGs General
DMs, Do You Pander To Player Skills?
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<blockquote data-quote="Acid_crash" data-source="post: 1924633" data-attributes="member: 16278"><p>I don't pander to the characters but I always try to come up with situations in which the more unused skills would come into play. I didn't realize this until I ran a one month shot of d6 Fantasy which is entirely skill based, including combat skills, and I used a variety of skills that I would never have used (and types of actions taken for granted in D&D/d20) like... </p><p></p><p>Running, a skill which determines how far you can run in one turn and keep your footing instead of just arbitraily determing how far you can go (or double move, or run) like in d20... Running had a difficulty based on how far you wanted to run, the terrain modifier for how difficult the terrain was, and if you succeeded, then you could run 40 meters in one round and still make an attack roll, of course at a penalty.</p><p></p><p>This kind of roll would never, ever, be seen in D&D because running 40 meters in equivalent of the Run option, in which you don't get your defense nor can you attack. </p><p></p><p>After running that game, it made me think of how d20/D&D focuses on skills, and the seperation of combat from skills is one of the major faults of the system because it focuses the character on combat and not on skills. Major snaffu in system design. </p><p></p><p>I think, if I ever run D&D again, I am going to convert it to more like d6 Fantasy from WEG... all the skills in d6 will be the skills in my D&D game, and all classes will be changed so, in addition to the Base attack bonus, which won't go up as much, there will be a Base defense bonus, reputation, etc... </p><p></p><p>But... as far as how I run games now... I wouldn't just pander to the characters. I would come up with situations that their skills would be useful, and sometimes (at first if they are getting used to the system) I would give them hints... but if they are experienced with the system, then the situations I come up with are theirs to discover. If they miss it, so be it.</p></blockquote><p></p>
[QUOTE="Acid_crash, post: 1924633, member: 16278"] I don't pander to the characters but I always try to come up with situations in which the more unused skills would come into play. I didn't realize this until I ran a one month shot of d6 Fantasy which is entirely skill based, including combat skills, and I used a variety of skills that I would never have used (and types of actions taken for granted in D&D/d20) like... Running, a skill which determines how far you can run in one turn and keep your footing instead of just arbitraily determing how far you can go (or double move, or run) like in d20... Running had a difficulty based on how far you wanted to run, the terrain modifier for how difficult the terrain was, and if you succeeded, then you could run 40 meters in one round and still make an attack roll, of course at a penalty. This kind of roll would never, ever, be seen in D&D because running 40 meters in equivalent of the Run option, in which you don't get your defense nor can you attack. After running that game, it made me think of how d20/D&D focuses on skills, and the seperation of combat from skills is one of the major faults of the system because it focuses the character on combat and not on skills. Major snaffu in system design. I think, if I ever run D&D again, I am going to convert it to more like d6 Fantasy from WEG... all the skills in d6 will be the skills in my D&D game, and all classes will be changed so, in addition to the Base attack bonus, which won't go up as much, there will be a Base defense bonus, reputation, etc... But... as far as how I run games now... I wouldn't just pander to the characters. I would come up with situations that their skills would be useful, and sometimes (at first if they are getting used to the system) I would give them hints... but if they are experienced with the system, then the situations I come up with are theirs to discover. If they miss it, so be it. [/QUOTE]
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