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How powerful are skills?
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<blockquote data-quote="Ahnehnois" data-source="post: 5573487" data-attributes="member: 17106"><p>With respect to 3.5 D&D:</p><p></p><p>I find that skill rolls are usually the most frequent use of dice during a session. The stealth/perception skills frequently establish the conditions of combat (or they decide whether there is a combat). Knowledge and information gathering skills are primary drivers of plot. The way one of my games plays out is greatly influenced by my players' choice of knowledge skills. Charisma skills are somewaht optional, but characters that are good at them can change the game. Physical skills are sometimes usurped by magic but still come in to play with some frequency and can determine who lives or dies. I've found a modest decrease in the impact of skills at high levels as relative to magic, but many are still useful into epic, IME. Magic tends to be situational, and people forget magic item effects. Rogues have generally been very powerful in my games.</p><p></p><p>Skills are also one of the most important ways of developing character; creating a background is largely about explaining where your skill ranks come from.</p><p></p><p>Skills are important.</p><p></p><p></p><p>With respect to CoC d20:</p><p></p><p>When I take a break from D&D to run a combat-lite game like this, skills are the primary mechanical attribute of a character and having a broad variety is the definition of "power" (inasmuch as such a concept exists in this sort of game).</p><p></p><p>...</p><p></p><p>No and yes. Having any class being able to use any skills is not a huge deal because of the economy of actions and the economy of skill points. Equalizing the number of skill points would, however, destroy the utility of the rogue, ranger, and a number of other classes for whom the skill point totals are a significant class feature.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 5573487, member: 17106"] With respect to 3.5 D&D: I find that skill rolls are usually the most frequent use of dice during a session. The stealth/perception skills frequently establish the conditions of combat (or they decide whether there is a combat). Knowledge and information gathering skills are primary drivers of plot. The way one of my games plays out is greatly influenced by my players' choice of knowledge skills. Charisma skills are somewaht optional, but characters that are good at them can change the game. Physical skills are sometimes usurped by magic but still come in to play with some frequency and can determine who lives or dies. I've found a modest decrease in the impact of skills at high levels as relative to magic, but many are still useful into epic, IME. Magic tends to be situational, and people forget magic item effects. Rogues have generally been very powerful in my games. Skills are also one of the most important ways of developing character; creating a background is largely about explaining where your skill ranks come from. Skills are important. With respect to CoC d20: When I take a break from D&D to run a combat-lite game like this, skills are the primary mechanical attribute of a character and having a broad variety is the definition of "power" (inasmuch as such a concept exists in this sort of game). ... No and yes. Having any class being able to use any skills is not a huge deal because of the economy of actions and the economy of skill points. Equalizing the number of skill points would, however, destroy the utility of the rogue, ranger, and a number of other classes for whom the skill point totals are a significant class feature. [/QUOTE]
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