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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Idea: Equipment based skills and skill checks
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<blockquote data-quote="Sadrik" data-source="post: 6006190" data-attributes="member: 14506"><p>Conceptually I really like having tools be a big factor in the skill system. How to accomplish that is a big debate and really goes after the core math of the game so any changes like this would have to be core and not a module. Again this is a really important function. Currently I think the game is set up where if you do not have lock picks you could not even attempt the check. I am not a fan of absolutes in games and feel like there should be some play between the rogue improvising some tools albeit without as big a bonus or even a penalty. The rogue should at least be able to try improvising. Rather than the dm having to say no you have no thieves tools. </p><p></p><p>I have an RPGs that I developed for my 5 year old that gives the characters tools/gear/equipment the assumption is that you get it and you know how to use it. For instance if you have a med kit you know how to apply it properly to heal. Very simple and gets to the heart of the skill system in that game. So it has a place I think to simply get rid of the skills and go completely tool based. Basically that was a mission based game and the characters could get different load outs and then go in and do some zombie slaying or whatever. It was fun and something like this could fullfill that type of role. I just think that there has to be some better development of the idea. Conceptually really like the idea but have not seen one yet where I think that has to be in the game.</p><p></p><p>One last point is I do not like the current skill system in the play test 2. Shaping your Skill for your stat, hmm not sure I like that so you can cov up your bad stats with skills and suffer no effects from having a low stat. Perfect example is the 8 int cleric with all the lore skills...</p><p></p><p>So again I'll be keeping an eye on this thread to see if there are some good ideas that come about...</p></blockquote><p></p>
[QUOTE="Sadrik, post: 6006190, member: 14506"] Conceptually I really like having tools be a big factor in the skill system. How to accomplish that is a big debate and really goes after the core math of the game so any changes like this would have to be core and not a module. Again this is a really important function. Currently I think the game is set up where if you do not have lock picks you could not even attempt the check. I am not a fan of absolutes in games and feel like there should be some play between the rogue improvising some tools albeit without as big a bonus or even a penalty. The rogue should at least be able to try improvising. Rather than the dm having to say no you have no thieves tools. I have an RPGs that I developed for my 5 year old that gives the characters tools/gear/equipment the assumption is that you get it and you know how to use it. For instance if you have a med kit you know how to apply it properly to heal. Very simple and gets to the heart of the skill system in that game. So it has a place I think to simply get rid of the skills and go completely tool based. Basically that was a mission based game and the characters could get different load outs and then go in and do some zombie slaying or whatever. It was fun and something like this could fullfill that type of role. I just think that there has to be some better development of the idea. Conceptually really like the idea but have not seen one yet where I think that has to be in the game. One last point is I do not like the current skill system in the play test 2. Shaping your Skill for your stat, hmm not sure I like that so you can cov up your bad stats with skills and suffer no effects from having a low stat. Perfect example is the 8 int cleric with all the lore skills... So again I'll be keeping an eye on this thread to see if there are some good ideas that come about... [/QUOTE]
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General Tabletop Discussion
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Idea: Equipment based skills and skill checks
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