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<blockquote data-quote="AbdulAlhazred" data-source="post: 7752338" data-attributes="member: 82106"><p>As I said, my take on 4e skills is that they are actually 'knacks' or 'approaches' far more than they are something you were just taught. They may involve being knowledgeable and experienced in a specific approach, represented by the +5 trained skill bonus, but in essence they're "I solve problems using my physical abilities (Athletics)" etc. Thus "I solve problems by singing and dancing (Performance)" is non-coherent because it isn't a way of solving problems. 4e lacks Performance as a skill because anything you do when you perform is in service of some way of solving a problem. You are either inspiring people, deceiving them, bluffing them, convincing them, etc. In other words it is simply a technique for applying a social skill. Otherwise its being used for non-conflict purposes (IE making a living, which can simply be hand-waved, there's literally no point to putting mechanics on that). </p><p></p><p>4e DOES have a basically non-mechanical way of letting you decide what sorts of things like making stuff and performing and other 'career activities' your character is familiar with, its the background system. It has no numbers associated with it, and that's intentional. Its also entirely open-ended, you simply state what backgrounds you have at character creation. If you want to be able to 'play the flute' you pick 'Profession: flautist' as one of your backgrounds. You get 5 choices by default, so you can probably make any reasonable character. Technically there isn't a way to add these later on, but its not like its exactly hard to make it work in practice. </p><p></p><p>Finally 4e did add the 'Martial Practices' subsystem in MP2. It wasn't elaborated on much, and I feel like it wasn't really a very well-thought-out concept, but it can work as a way to add some weird 'skills' to certain PCs (IE if you want to be a master forger you can use an MP to achieve that, at the cost of either 1 or 2 feats).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7752338, member: 82106"] As I said, my take on 4e skills is that they are actually 'knacks' or 'approaches' far more than they are something you were just taught. They may involve being knowledgeable and experienced in a specific approach, represented by the +5 trained skill bonus, but in essence they're "I solve problems using my physical abilities (Athletics)" etc. Thus "I solve problems by singing and dancing (Performance)" is non-coherent because it isn't a way of solving problems. 4e lacks Performance as a skill because anything you do when you perform is in service of some way of solving a problem. You are either inspiring people, deceiving them, bluffing them, convincing them, etc. In other words it is simply a technique for applying a social skill. Otherwise its being used for non-conflict purposes (IE making a living, which can simply be hand-waved, there's literally no point to putting mechanics on that). 4e DOES have a basically non-mechanical way of letting you decide what sorts of things like making stuff and performing and other 'career activities' your character is familiar with, its the background system. It has no numbers associated with it, and that's intentional. Its also entirely open-ended, you simply state what backgrounds you have at character creation. If you want to be able to 'play the flute' you pick 'Profession: flautist' as one of your backgrounds. You get 5 choices by default, so you can probably make any reasonable character. Technically there isn't a way to add these later on, but its not like its exactly hard to make it work in practice. Finally 4e did add the 'Martial Practices' subsystem in MP2. It wasn't elaborated on much, and I feel like it wasn't really a very well-thought-out concept, but it can work as a way to add some weird 'skills' to certain PCs (IE if you want to be a master forger you can use an MP to achieve that, at the cost of either 1 or 2 feats). [/QUOTE]
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