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General Tabletop Discussion
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LEgends and Lore: Skills
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<blockquote data-quote="Vael" data-source="post: 5656080" data-attributes="member: 57043"><p>There's some merit to this, but I think that only rolling at your skill level is a bad idea. Rather, you can roll for your skill level and one higher, and in combat, have to roll against skills one level lower (non combat (or non-stressful situations) can allow a "take 10" for success). Add "Epic Mastery" between Grandmaster and Impossible, and do not allow PCs to gain an Epic Mastery level of skill training. That still locks out Impossible skill checks, but gives some more variance of what you can actually roll.</p><p></p><p>What a skill system like this tends to do, though, is introduce more tables, as you almost need to add a time element to a lot of skill checks. To use Mike's example, a sedentary game designer could still try to walk a tightrope, but might be moving incredibly slowly on all fours. So, how quickly you can accomplish a skill is a degree of your skill training.</p></blockquote><p></p>
[QUOTE="Vael, post: 5656080, member: 57043"] There's some merit to this, but I think that only rolling at your skill level is a bad idea. Rather, you can roll for your skill level and one higher, and in combat, have to roll against skills one level lower (non combat (or non-stressful situations) can allow a "take 10" for success). Add "Epic Mastery" between Grandmaster and Impossible, and do not allow PCs to gain an Epic Mastery level of skill training. That still locks out Impossible skill checks, but gives some more variance of what you can actually roll. What a skill system like this tends to do, though, is introduce more tables, as you almost need to add a time element to a lot of skill checks. To use Mike's example, a sedentary game designer could still try to walk a tightrope, but might be moving incredibly slowly on all fours. So, how quickly you can accomplish a skill is a degree of your skill training. [/QUOTE]
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