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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Game Theories, a series. Ep 1: Non-Adventuring Skills
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="pemerton" data-source="post: 5508984" data-attributes="member: 42582"><p>This is not strictly true. Non-weapon proficiencies included skills like mountaineering (in 1st ed, at least, this gave a non-thief a climb chance), tracking (in 1st ed, at least, this gave a non-ranger a tracking chance) and blind-fighting. I think these would all fall under your definition of "adventuring skill".</p><p></p><p>Of course this doesn't undermine your overall point - it just indicates that AD&D was in some respects closer to 3E than you suggest.</p><p></p><p>I'm not sure I like the notion of "non-adventuring" skills. It's more about the sorts of PC activity that the game is intended to support, and also the way that the character-building rules relate to exploration of character and to the action resolution mechanic.</p><p></p><p>In Rolemaster, for example, played in full RMC2 or RMSS mode, there are dozens if not hundreds of skills. The character sheet is, in effect, a total picture of the PC's capabilities (and hence a very good hint at the PC's personality). This contributes very much to the characterisation of PCs.</p><p></p><p>It also means that the action in the game has a tendency to veer, at least on occasion, into activities for which the PCs have relevant skills, even if that action would not be part of a typical D&D adventure. This is facilitated by an experience system that doesn't reward only combat, meaning that diverting the action onto these other activities doesn't slow down the pace of PC advancement.</p><p></p><p>There are other features of RM that make this feasible. There is a complex system of siloing built around (i) variable costs from class to class for the various skills, and (ii) limits on how many skill ranks can be bought per level in a given skill. There is also a sytem of diminishing returns on bonus per skill rank, which means that DCs don't escalate as they do in D&D - and the low-open-eneded fumble system also means that part of the benefit of high bonuses is the ability to cope with open-ended low rolls, rather than the ability to hit DCs that other PCs can't.</p><p></p><p>I've got nothing against 4e's skill system, including it's (non-)treatment of crafting etc. But the system has to be analysed not only in relation to other character-building options, but in relation to the way that XP are awarded (and hence PC advancement paced), the way action resolution works, and so on. And it also has to be clearly understood by all at the table that the character sheet, for a 4e PC, is <em>nothing like</em> a total picture of that PC's capabilities and personality. (The retraining rules also make sense only under this assumption, I think.)</p></blockquote><p></p>
[QUOTE="pemerton, post: 5508984, member: 42582"] This is not strictly true. Non-weapon proficiencies included skills like mountaineering (in 1st ed, at least, this gave a non-thief a climb chance), tracking (in 1st ed, at least, this gave a non-ranger a tracking chance) and blind-fighting. I think these would all fall under your definition of "adventuring skill". Of course this doesn't undermine your overall point - it just indicates that AD&D was in some respects closer to 3E than you suggest. I'm not sure I like the notion of "non-adventuring" skills. It's more about the sorts of PC activity that the game is intended to support, and also the way that the character-building rules relate to exploration of character and to the action resolution mechanic. In Rolemaster, for example, played in full RMC2 or RMSS mode, there are dozens if not hundreds of skills. The character sheet is, in effect, a total picture of the PC's capabilities (and hence a very good hint at the PC's personality). This contributes very much to the characterisation of PCs. It also means that the action in the game has a tendency to veer, at least on occasion, into activities for which the PCs have relevant skills, even if that action would not be part of a typical D&D adventure. This is facilitated by an experience system that doesn't reward only combat, meaning that diverting the action onto these other activities doesn't slow down the pace of PC advancement. There are other features of RM that make this feasible. There is a complex system of siloing built around (i) variable costs from class to class for the various skills, and (ii) limits on how many skill ranks can be bought per level in a given skill. There is also a sytem of diminishing returns on bonus per skill rank, which means that DCs don't escalate as they do in D&D - and the low-open-eneded fumble system also means that part of the benefit of high bonuses is the ability to cope with open-ended low rolls, rather than the ability to hit DCs that other PCs can't. I've got nothing against 4e's skill system, including it's (non-)treatment of crafting etc. But the system has to be analysed not only in relation to other character-building options, but in relation to the way that XP are awarded (and hence PC advancement paced), the way action resolution works, and so on. And it also has to be clearly understood by all at the table that the character sheet, for a 4e PC, is [I]nothing like[/I] a total picture of that PC's capabilities and personality. (The retraining rules also make sense only under this assumption, I think.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Game Theories, a series. Ep 1: Non-Adventuring Skills
Top