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<blockquote data-quote="Mallus" data-source="post: 4476789" data-attributes="member: 3887"><p>Oh sure... I don't mean to suggest otherwise. </p><p></p><p>To use my current M&M2e character as example... I'm glad there aren't any rules for his devout Catholicism (he's also a fake Egyptian god from the future). It's a <em>very</em> important part of the character. It has direct bearing on play. But it's not a something I or my group need rules for. </p><p></p><p></p><p>In 3.5 this trait would exist in that space that's essentially unmediated by the rules I was talking about. It could be <em>important</em>, but it's impact on play would result solely from the interplay between the player, DM (and fellow players). </p><p></p><p></p><p>Do you mean 'partially reflect his nature' in a way that satisfies you when you look down at your character sheet, or in a way that has bearing on the game-during-play? Because the 3.5 skill system doesn't smile on non-specialists, nor does it particularly well-support Knowledge skills in general, I can't see this as more than an aesthetic choice -- it doesn't effect play much, does it? How are you defining 'support'? </p><p></p><p></p><p>Where there's the thing: no edition of D&D offers much in the way of support for this. </p><p></p><p></p><p>How is 4e different from 3e in this regard?</p><p></p><p></p><p>Oh, like this... frankly I think this is an improvement. Skills now work like HP. You just get better at them -- except, of course, for Trained-only uses. I mean, if a D&D player can accept than an wizened, sickly old mage can take a greatsword blow better than a young strapping army veteran, why quibble about the relative benefits of experience vis-a-vis Diplomacy?</p><p></p><p>Isn't this really a call for a cafeteria-style point-buy system like HERO or M&M, where there isn't the same kind of bundling of abilities?</p><p></p><p></p><p>Then don't roll. Saying something uncouth and let the DM mediate events without involving the rule system. </p><p></p><p>If that bothers you, consider that it's no less silly that having a PC that's mechanically capable of being diplomatic to everything under the sun, regardless of context or situation. For example, you might define your 3.5 rogue as a smooth-talking street level fixer, a mafia mouthpiece. He has a high CHR and maxed Diplomacy. And he'd do just as well in an interview with the Pope as he would talking to a bunch of local bookies (okay, he <em>might</em> take a -2 situational modifier w/the Pope, as per the RAW). In fact, he would be <em>more</em> effective -- again, in mechanical terms-- than some poor stumble-tongued bishop with no ranks in Diplomacy. </p><p></p><p>Now you <em>could</em> see this as an invalidation of the character concept. Or you could just roleplay your way around it.</p></blockquote><p></p>
[QUOTE="Mallus, post: 4476789, member: 3887"] Oh sure... I don't mean to suggest otherwise. To use my current M&M2e character as example... I'm glad there aren't any rules for his devout Catholicism (he's also a fake Egyptian god from the future). It's a [i]very[/i] important part of the character. It has direct bearing on play. But it's not a something I or my group need rules for. In 3.5 this trait would exist in that space that's essentially unmediated by the rules I was talking about. It could be [i]important[/i], but it's impact on play would result solely from the interplay between the player, DM (and fellow players). Do you mean 'partially reflect his nature' in a way that satisfies you when you look down at your character sheet, or in a way that has bearing on the game-during-play? Because the 3.5 skill system doesn't smile on non-specialists, nor does it particularly well-support Knowledge skills in general, I can't see this as more than an aesthetic choice -- it doesn't effect play much, does it? How are you defining 'support'? Where there's the thing: no edition of D&D offers much in the way of support for this. How is 4e different from 3e in this regard? Oh, like this... frankly I think this is an improvement. Skills now work like HP. You just get better at them -- except, of course, for Trained-only uses. I mean, if a D&D player can accept than an wizened, sickly old mage can take a greatsword blow better than a young strapping army veteran, why quibble about the relative benefits of experience vis-a-vis Diplomacy? Isn't this really a call for a cafeteria-style point-buy system like HERO or M&M, where there isn't the same kind of bundling of abilities? Then don't roll. Saying something uncouth and let the DM mediate events without involving the rule system. If that bothers you, consider that it's no less silly that having a PC that's mechanically capable of being diplomatic to everything under the sun, regardless of context or situation. For example, you might define your 3.5 rogue as a smooth-talking street level fixer, a mafia mouthpiece. He has a high CHR and maxed Diplomacy. And he'd do just as well in an interview with the Pope as he would talking to a bunch of local bookies (okay, he [i]might[/i] take a -2 situational modifier w/the Pope, as per the RAW). In fact, he would be [i]more[/i] effective -- again, in mechanical terms-- than some poor stumble-tongued bishop with no ranks in Diplomacy. Now you [i]could[/i] see this as an invalidation of the character concept. Or you could just roleplay your way around it. [/QUOTE]
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