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General Tabletop Discussion
*Pathfinder & Starfinder
Idea: Equipment based skills and skill checks
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<blockquote data-quote="FinalSonicX" data-source="post: 6000020" data-attributes="member: 63787"><p>It's absurd for one character to carry around all the equipment and toolkits for every job ever in a bag of holding or in whatever and then whip it out at the appropriate moment and say "of course I'm trained in extreme pogosticking! I have an extreme pogostick, don't I?". That's the silly part.</p><p></p><p></p><p></p><p>your equipment is irrelevant in such a scenario. I said that being especially good at some aspect of play that arises should probably require some kind of resource for your character. You said that it's a sucker's choice because combat is what keeps you alive and thus if you didn't choose combat benefits you were making a mistake. I provided a counterpoint - a character with excellent speaking skills might save their life by talking their way through a situation like a trial, and a character with trap training can save their life from the deadly trap.</p><p></p><p></p><p></p><p>explaining all aspects of my homebrew that provide a solution to these issues would be time-consuming and without context probably would not make sense, so suffice it to say that the skill system is more relaxed, open, and streamlined. Plenty of points, try anything you want to, extra feats to accomplish special things with your skills, etc. A character's skill lies within themselves, not with their equipment. To shift that bonus away from the player is to increase reliance on equipment and to effectively allow people to "buy" skill ranks.</p><p></p><p></p><p></p><p>Is the assumption that alchemist kits do not exist anymore? You don't need a full lab to have the necessary tools and justify "training when we weren't looking so I'm just as good as the guy who explicitly made a big deal about his training".</p><p></p><p></p><p></p><p>Skills systems exist to establish degrees of proficiency/mastery in a variety of subjects that relate to commonly encountered scenarios while adventuring. To suggest that it's artificial is silly - this is an abstracted game we're talking about, of course it's artificial, just like almost any game mechanic. A skill system is not there to say "no", it's there to provide a resolution system for scenarios. I don't know why you don't think skill points can be allocated in a way that makes sense, as that runs counter to my experiences.</p><p></p><p></p><p></p><p>This is why I don't ask for skill checks unless they're trying to accomplish something more difficult than cooking a meal. I also allow people to try anything (trained or otherwise), and give plenty of skill points and other options to increase proficiency. A skill system is not generally there to describe every single life skill you've ever picked up, but rather it's there to describe which common actions you're good at, and you can scribble in the few uncommon skills you're exceptional at. Otherwise, assume it's a flat ability check. That should work fine.</p><p></p><p></p><p></p><p>it's there to establish degrees of proficiency. It's so that someone can become a grandmaster of locks while another diversifies and dabbles in a number of disparate skills. The resolution system, assuming the math is sound, should then permit both characters to see how their differences in training and skill work out in various scenarios.</p><p></p><p>In a system without a formal skill subsystem, I'd much rather have a player tell me "I'm a locksmith" than them say "I have some picks, so I'm a locksmith". It's just backwards and unnecessary.</p></blockquote><p></p>
[QUOTE="FinalSonicX, post: 6000020, member: 63787"] It's absurd for one character to carry around all the equipment and toolkits for every job ever in a bag of holding or in whatever and then whip it out at the appropriate moment and say "of course I'm trained in extreme pogosticking! I have an extreme pogostick, don't I?". That's the silly part. your equipment is irrelevant in such a scenario. I said that being especially good at some aspect of play that arises should probably require some kind of resource for your character. You said that it's a sucker's choice because combat is what keeps you alive and thus if you didn't choose combat benefits you were making a mistake. I provided a counterpoint - a character with excellent speaking skills might save their life by talking their way through a situation like a trial, and a character with trap training can save their life from the deadly trap. explaining all aspects of my homebrew that provide a solution to these issues would be time-consuming and without context probably would not make sense, so suffice it to say that the skill system is more relaxed, open, and streamlined. Plenty of points, try anything you want to, extra feats to accomplish special things with your skills, etc. A character's skill lies within themselves, not with their equipment. To shift that bonus away from the player is to increase reliance on equipment and to effectively allow people to "buy" skill ranks. Is the assumption that alchemist kits do not exist anymore? You don't need a full lab to have the necessary tools and justify "training when we weren't looking so I'm just as good as the guy who explicitly made a big deal about his training". Skills systems exist to establish degrees of proficiency/mastery in a variety of subjects that relate to commonly encountered scenarios while adventuring. To suggest that it's artificial is silly - this is an abstracted game we're talking about, of course it's artificial, just like almost any game mechanic. A skill system is not there to say "no", it's there to provide a resolution system for scenarios. I don't know why you don't think skill points can be allocated in a way that makes sense, as that runs counter to my experiences. This is why I don't ask for skill checks unless they're trying to accomplish something more difficult than cooking a meal. I also allow people to try anything (trained or otherwise), and give plenty of skill points and other options to increase proficiency. A skill system is not generally there to describe every single life skill you've ever picked up, but rather it's there to describe which common actions you're good at, and you can scribble in the few uncommon skills you're exceptional at. Otherwise, assume it's a flat ability check. That should work fine. it's there to establish degrees of proficiency. It's so that someone can become a grandmaster of locks while another diversifies and dabbles in a number of disparate skills. The resolution system, assuming the math is sound, should then permit both characters to see how their differences in training and skill work out in various scenarios. In a system without a formal skill subsystem, I'd much rather have a player tell me "I'm a locksmith" than them say "I have some picks, so I'm a locksmith". It's just backwards and unnecessary. [/QUOTE]
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Idea: Equipment based skills and skill checks
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