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How would you change skills in 5.5e
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<blockquote data-quote="tetrasodium" data-source="post: 9038566" data-attributes="member: 93670"><p>Your listed step 4<a href="https://www.dndbeyond.com/sources/basic-rules/introduction#1TheDMdescribestheenvironment" target="_blank"> does not exist</a> & it shines a gigantic spotlight on what is "freeing" about continuing with the worst of both styles as a skill system. That spotlight is pointing directly at a stage set for players making <a href="https://tatabletop.com/2020/06/22/quantum-ogre-theory/" target="_blank">quantum</a> actions rather than committing to the thing they want to do while using a skill system that is structured <em>just</em> enough to bind the GM with explicitly defined abilities.</p><p></p><p>GM describes the situation is only going to be so deep & it's almost guaranteed to not include a description of some elements that could impact the player's described intent simply because some of those things might not be immediately apparent or known to the PCs . </p><p></p><p>That step2 is where 5e failing to go all in on picking either style of skill system really starts causing breakdown though. Players have enough explicitly defined skills to obliviate the need for them to actually describe anything of note in their intent beyond "use [skill]." The GM by extension lacks the flexibility to engage in the old style of looking at the situation & the PC hoping to do a thing before deciding the how/what/if on it because anything but "ok roll dice" is disallowing a PC from using an ability explicitly granted to them. </p><p></p><p>The six attributes filled by an elite array simply does not present the GM enough variance or weight for any meaningful differentiation either & you aren't going to see the PC who dumped charisma trying to act as face or glass cannon who dumped strength trying to lift heavy things so it's almost always going to be a PC trying to do something that uses one of their highest attributes.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9038566, member: 93670"] Your listed step 4[URL='https://www.dndbeyond.com/sources/basic-rules/introduction#1TheDMdescribestheenvironment'] does not exist[/URL] & it shines a gigantic spotlight on what is "freeing" about continuing with the worst of both styles as a skill system. That spotlight is pointing directly at a stage set for players making [URL='https://tatabletop.com/2020/06/22/quantum-ogre-theory/']quantum[/URL] actions rather than committing to the thing they want to do while using a skill system that is structured [I]just[/I] enough to bind the GM with explicitly defined abilities. GM describes the situation is only going to be so deep & it's almost guaranteed to not include a description of some elements that could impact the player's described intent simply because some of those things might not be immediately apparent or known to the PCs . That step2 is where 5e failing to go all in on picking either style of skill system really starts causing breakdown though. Players have enough explicitly defined skills to obliviate the need for them to actually describe anything of note in their intent beyond "use [skill]." The GM by extension lacks the flexibility to engage in the old style of looking at the situation & the PC hoping to do a thing before deciding the how/what/if on it because anything but "ok roll dice" is disallowing a PC from using an ability explicitly granted to them. The six attributes filled by an elite array simply does not present the GM enough variance or weight for any meaningful differentiation either & you aren't going to see the PC who dumped charisma trying to act as face or glass cannon who dumped strength trying to lift heavy things so it's almost always going to be a PC trying to do something that uses one of their highest attributes. [/QUOTE]
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