Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Innovations I'd like to keep in 5E
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="CroBob" data-source="post: 5889636" data-attributes="member: 6683307"><p>Ability scores may be more ambiguous currently, but I see no reason an entire chapter couldn't still be allocated to ability checks just like there's a chapter allocated to skills currently. I figure an entire chapter ought to give you a pretty good idea which ability covers which sorts of actions. The best complaint you have is that there are more decisions to be made, but the fact is that players will still attempt the things they're good at, having a good idea what skill and stat will be checked in advance. I've heard people complain that the current skill system is too limiting, and opening it up this way increases it's virtual versatility. We're not designing a computer game where all your options are scripted and we're trying to make the math simpler. We're trying to make the system itself interesting while maintaining usefulness and simplicity at the same time. It's not about making it simple, it's about making it fun and interesting.</p><p></p><p></p><p></p><p>People are still going to do the things they're good at and have do e before in each encounter. The rogue is still going to roll Dex to hide, just like last time, the Fighter's still going to roll strength to climb up the ledge the archer's on, and with every action the thing to roll will be obvious enough that gameplay will not be hampered. Maybe it will be in groups that split hairs already, but the problem in that case is not the rules.</p><p></p><p></p><p></p><p></p><p>The advantage is versatility and complexity. Simple is good, but too simple is uninteresting. We could just have someone roll a d20 and say anything 11+ succeeds at whatever you're attempting, but that's not interesting at all. Further, what I propose is essentially the same as what 4th has. Skill checks are already just modified stat checks. That's what they are. This just removes the difference between skills and stat checks, making them exactly the same thing instead of essentially the same thing.</p><p></p><p></p><p></p><p></p><p>Consider it's practical application, then. The player knows he's good at "stealth", so he tries to sneak. The DM says his sneak will be a Dex check, since that's the standard stat checked for that and there's nothing unusual a out the circumstances. The player rolls the check, already aware what his modifiers are, and that's it.</p><p></p><p></p><p></p><p>My idea is essentially the same system, minus the middle man.</p></blockquote><p></p>
[QUOTE="CroBob, post: 5889636, member: 6683307"] Ability scores may be more ambiguous currently, but I see no reason an entire chapter couldn't still be allocated to ability checks just like there's a chapter allocated to skills currently. I figure an entire chapter ought to give you a pretty good idea which ability covers which sorts of actions. The best complaint you have is that there are more decisions to be made, but the fact is that players will still attempt the things they're good at, having a good idea what skill and stat will be checked in advance. I've heard people complain that the current skill system is too limiting, and opening it up this way increases it's virtual versatility. We're not designing a computer game where all your options are scripted and we're trying to make the math simpler. We're trying to make the system itself interesting while maintaining usefulness and simplicity at the same time. It's not about making it simple, it's about making it fun and interesting. People are still going to do the things they're good at and have do e before in each encounter. The rogue is still going to roll Dex to hide, just like last time, the Fighter's still going to roll strength to climb up the ledge the archer's on, and with every action the thing to roll will be obvious enough that gameplay will not be hampered. Maybe it will be in groups that split hairs already, but the problem in that case is not the rules. The advantage is versatility and complexity. Simple is good, but too simple is uninteresting. We could just have someone roll a d20 and say anything 11+ succeeds at whatever you're attempting, but that's not interesting at all. Further, what I propose is essentially the same as what 4th has. Skill checks are already just modified stat checks. That's what they are. This just removes the difference between skills and stat checks, making them exactly the same thing instead of essentially the same thing. Consider it's practical application, then. The player knows he's good at "stealth", so he tries to sneak. The DM says his sneak will be a Dex check, since that's the standard stat checked for that and there's nothing unusual a out the circumstances. The player rolls the check, already aware what his modifiers are, and that's it. My idea is essentially the same system, minus the middle man. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Innovations I'd like to keep in 5E
Top