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Fixing the Fighter: The Zouave
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<blockquote data-quote="Undrave" data-source="post: 7847199" data-attributes="member: 7015698"><p>I wasn't being super serious there. </p><p></p><p>Again, I think my problem is I find skills on their own to be an uninteresting mechanic most of the time. I mean, it's fine but it's just THERE. I wish there was more out of combat features, in the entirety of the game mind you, that asked you to make choices that would let you influence the chances of success of skill rolls. </p><p></p><p>The new skill-based Maneuvers for the Battlemaster are exactly the kind of thing I'd love to see more of. Pass Without Trace on the Way of Shadow Monk is also a good one, since it involves making choices with limited short rest ressources. Gameplay happen when there is meaningful choices to be had. If all you have are straight skills, it's mostly like having a few screwdriver and all you then do is looking for the right screw. </p><p></p><p>I know that, in some way, it's not how it should be. You should be telling your DM what you want to do and THEY get to pick if a skill is applicable or otherwise just ask for an attribute check... but most players will want to leverage the biggest number and will argue if you don't let them use the right proficiency... </p><p></p><p></p><p></p><p>I feel like the book could have used some examples, is all I'm saying.</p></blockquote><p></p>
[QUOTE="Undrave, post: 7847199, member: 7015698"] I wasn't being super serious there. Again, I think my problem is I find skills on their own to be an uninteresting mechanic most of the time. I mean, it's fine but it's just THERE. I wish there was more out of combat features, in the entirety of the game mind you, that asked you to make choices that would let you influence the chances of success of skill rolls. The new skill-based Maneuvers for the Battlemaster are exactly the kind of thing I'd love to see more of. Pass Without Trace on the Way of Shadow Monk is also a good one, since it involves making choices with limited short rest ressources. Gameplay happen when there is meaningful choices to be had. If all you have are straight skills, it's mostly like having a few screwdriver and all you then do is looking for the right screw. I know that, in some way, it's not how it should be. You should be telling your DM what you want to do and THEY get to pick if a skill is applicable or otherwise just ask for an attribute check... but most players will want to leverage the biggest number and will argue if you don't let them use the right proficiency... I feel like the book could have used some examples, is all I'm saying. [/QUOTE]
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Fixing the Fighter: The Zouave
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