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How did 4e take simulation away from D&D?
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<blockquote data-quote="Dausuul" data-source="post: 5491601" data-attributes="member: 58197"><p>Getting rid of the skill point system was a total win for me. I never found that skill points added anything to verisimilitude; skill points and skill training are both highly artificial mechanics, as are pretty much all the mechanics involved in chargen and leveling up.</p><p></p><p>The removal of non-adventuring-related skills... I'm of two minds about that one. I approve of getting rid of the need to choose between "background skills" and "skills you're actually likely to use in play." And there's a lot to be said for the idea that you don't have to have a skill for every little thing your PC knows how to do. On the other hand, not having <em>any</em> mechanic to portray those background talents does often result in PCs who never think about or use such talents.</p><p></p><p>Perhaps something along the lines of AD&D's Secondary Skill mechanic would do the job. You choose a profession/background, like Hunter, or Aristocrat, or Blacksmith. Any time you want to do something plausibly related to that profession, if it's not covered by a standard skill, you make an appropriate ability check with a +5 bonus (where you would otherwise make a flat ability check).</p><p></p><p>In fact, that'd be a nice replacement for the existing background mechanic. Hmm... maybe I need to work that into my next campaign.</p><p></p><p></p><p></p><p>I think the main thing is that in 4E, you lose nothing by taking a zigzag diagonal path instead of walking straight ahead. In certain cases, this can lead to weird results as you zip around obstacles that ought properly to slow you up. I have not found it to be a big deal in actual play, but I guess experiences vary.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5491601, member: 58197"] Getting rid of the skill point system was a total win for me. I never found that skill points added anything to verisimilitude; skill points and skill training are both highly artificial mechanics, as are pretty much all the mechanics involved in chargen and leveling up. The removal of non-adventuring-related skills... I'm of two minds about that one. I approve of getting rid of the need to choose between "background skills" and "skills you're actually likely to use in play." And there's a lot to be said for the idea that you don't have to have a skill for every little thing your PC knows how to do. On the other hand, not having [i]any[/i] mechanic to portray those background talents does often result in PCs who never think about or use such talents. Perhaps something along the lines of AD&D's Secondary Skill mechanic would do the job. You choose a profession/background, like Hunter, or Aristocrat, or Blacksmith. Any time you want to do something plausibly related to that profession, if it's not covered by a standard skill, you make an appropriate ability check with a +5 bonus (where you would otherwise make a flat ability check). In fact, that'd be a nice replacement for the existing background mechanic. Hmm... maybe I need to work that into my next campaign. I think the main thing is that in 4E, you lose nothing by taking a zigzag diagonal path instead of walking straight ahead. In certain cases, this can lead to weird results as you zip around obstacles that ought properly to slow you up. I have not found it to be a big deal in actual play, but I guess experiences vary. [/QUOTE]
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How did 4e take simulation away from D&D?
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