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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Idea: Equipment based skills and skill checks
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<blockquote data-quote="FinalSonicX" data-source="post: 5999928" data-attributes="member: 63787"><p>In a game in which the bag of holding, tenser's floating disk, and other bulk/weight nullifying spells and items did not exist, I'd be inclined to agree. But as it stands, these are pretty classic parts of D&D. Besides, a caravan filled with tool kits solves the issue mostly at low levels anyway, and I see no reason why it would be immersion breaking other than the fact that no individual or group should be so multi-talented without extensive training.</p><p></p><p></p><p></p><p>I strongly disagree. In a world where failing to represent yourself well in front of the king or when on trial can land you in jail or on the gallows, skills can keep you alive just as well as combat can. You can't always fight your way out of anything, just as you cannot usually fight your way past a deadly trap. This is partially a game design issue, but it is also a GM issue that will vary by group and campaign.</p><p></p><p></p><p></p><p> Plenty of players sneak in low-level D&D games, at least in my experience. It bothers me that fighters have to choose between being good fighters and good at skills, so that's why I homebrew. In my homebrew I have solutions for group sneak and other assorted issues. In my current game, there's a warrior in the group that's a semi-proficient engineer and is reasonably good at picking locks and disarming traps. He's been rather useful to the party so far.</p><p></p><p></p><p></p><p>If magical item crafting were permitted and being skilled at something requires no skill beyond owning the tools, then a wizard or equivalent character could craft magical items without needing to sacrifice any other part of their character. A person with an alchemist kit somehow knows what kind of poison was on that dart and also the anti-toxin. Just off the top of my head.</p><p></p><p></p><p></p><p>I don't hand-wave skills away entirely, I allow anyone to try anything. Attempting to accomplish a complex task without prior training or experience does not usually end well, however. If someone's trying to pick a lock and it's their first time then they're going to do rather poorly. That's why I prefer systems with skill ranks and such. They can justify to me that they grew up on the streets and learned to jimmy locks, but since we began play it looks like they hadn't invested any points and thus logically we assume they haven't practiced since they were young.</p><p></p><p></p><p></p><p>Well first off I'm not fighting with you. I'm arguing against your proposed line of reasoning. Your line of reasoning is my line of reasoning but reversed. Instead of saying "I'm a locksmith therefore I have some picks", you say "I have some picks therefore I am a locksmith". I object to it because it's backwards and attempting to codify it into rules would cause all kinds of believability issues for me.</p></blockquote><p></p>
[QUOTE="FinalSonicX, post: 5999928, member: 63787"] In a game in which the bag of holding, tenser's floating disk, and other bulk/weight nullifying spells and items did not exist, I'd be inclined to agree. But as it stands, these are pretty classic parts of D&D. Besides, a caravan filled with tool kits solves the issue mostly at low levels anyway, and I see no reason why it would be immersion breaking other than the fact that no individual or group should be so multi-talented without extensive training. I strongly disagree. In a world where failing to represent yourself well in front of the king or when on trial can land you in jail or on the gallows, skills can keep you alive just as well as combat can. You can't always fight your way out of anything, just as you cannot usually fight your way past a deadly trap. This is partially a game design issue, but it is also a GM issue that will vary by group and campaign. Plenty of players sneak in low-level D&D games, at least in my experience. It bothers me that fighters have to choose between being good fighters and good at skills, so that's why I homebrew. In my homebrew I have solutions for group sneak and other assorted issues. In my current game, there's a warrior in the group that's a semi-proficient engineer and is reasonably good at picking locks and disarming traps. He's been rather useful to the party so far. If magical item crafting were permitted and being skilled at something requires no skill beyond owning the tools, then a wizard or equivalent character could craft magical items without needing to sacrifice any other part of their character. A person with an alchemist kit somehow knows what kind of poison was on that dart and also the anti-toxin. Just off the top of my head. I don't hand-wave skills away entirely, I allow anyone to try anything. Attempting to accomplish a complex task without prior training or experience does not usually end well, however. If someone's trying to pick a lock and it's their first time then they're going to do rather poorly. That's why I prefer systems with skill ranks and such. They can justify to me that they grew up on the streets and learned to jimmy locks, but since we began play it looks like they hadn't invested any points and thus logically we assume they haven't practiced since they were young. Well first off I'm not fighting with you. I'm arguing against your proposed line of reasoning. Your line of reasoning is my line of reasoning but reversed. Instead of saying "I'm a locksmith therefore I have some picks", you say "I have some picks therefore I am a locksmith". I object to it because it's backwards and attempting to codify it into rules would cause all kinds of believability issues for me. [/QUOTE]
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Idea: Equipment based skills and skill checks
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