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<blockquote data-quote="braro" data-source="post: 5664397" data-attributes="member: 63089"><p>If the true purpose of these articles is to explore and measure our response... I like it, even if I don't like the idea.</p><p></p><p>It has, though, gotten me to truly think about what I want from a skills system. Generally, I look at the rules as being there just for conflict resolution, so I don't care much about how they work over time (crafting, making things, etc) unless they have a true and meaningful contribution towards resolving the conflicts that we are RPing through.</p><p></p><p>What I want is: for skills to use the same resolution mechanic as everything else; to make it easy to show what a character is good at, and to make them actually good at it by virtue of training; to not give me additional decision points after character creation unless they are significant; and to truly matter for conflict resolution.</p><p></p><p>D&D 4e does most of this, but I have been playing Fallout recently and I am loving the point juggling. That is because every little bit of skill helps in some way, and all resources are both combat and out of combat (I don't consider gunning down a lone enemy as a true combat encounter, even though my gun skill affects it; and even survival has combat applications if I am trying to get health back in a fight). In Fallout's system Repair is important because a good skill with it means that my equipment is better. By that virtue, I could see putting some kind of Craft D&D4e if give gave you some kind of effect; but then, it doesn't use the same resolution mechanic as the rest of the game, and becomes more of a power or martial practice. And also, the skill points system from Bethesda's stuff is easy to use because you have a computer calculating all of this stuff, including weapon degradation; having a computer aids you in having decision points that have small, broadi mpacts. Pen and paper games really require big decision points with immediate effects (+5 to skill!)</p><p></p><p>With that in mind, I now have stuff to add to my custom martial practice notes (Sharpen your sword as a practice, requiring a whetstone worth X gp, giving you a damage bonus to the next encounter, similiar to the whetstone items; or giving durable/toughness to your armor for one encounter, using expendable resources to jurry rig it). ...and I am also now that much more eager for Skyrim.</p></blockquote><p></p>
[QUOTE="braro, post: 5664397, member: 63089"] If the true purpose of these articles is to explore and measure our response... I like it, even if I don't like the idea. It has, though, gotten me to truly think about what I want from a skills system. Generally, I look at the rules as being there just for conflict resolution, so I don't care much about how they work over time (crafting, making things, etc) unless they have a true and meaningful contribution towards resolving the conflicts that we are RPing through. What I want is: for skills to use the same resolution mechanic as everything else; to make it easy to show what a character is good at, and to make them actually good at it by virtue of training; to not give me additional decision points after character creation unless they are significant; and to truly matter for conflict resolution. D&D 4e does most of this, but I have been playing Fallout recently and I am loving the point juggling. That is because every little bit of skill helps in some way, and all resources are both combat and out of combat (I don't consider gunning down a lone enemy as a true combat encounter, even though my gun skill affects it; and even survival has combat applications if I am trying to get health back in a fight). In Fallout's system Repair is important because a good skill with it means that my equipment is better. By that virtue, I could see putting some kind of Craft D&D4e if give gave you some kind of effect; but then, it doesn't use the same resolution mechanic as the rest of the game, and becomes more of a power or martial practice. And also, the skill points system from Bethesda's stuff is easy to use because you have a computer calculating all of this stuff, including weapon degradation; having a computer aids you in having decision points that have small, broadi mpacts. Pen and paper games really require big decision points with immediate effects (+5 to skill!) With that in mind, I now have stuff to add to my custom martial practice notes (Sharpen your sword as a practice, requiring a whetstone worth X gp, giving you a damage bonus to the next encounter, similiar to the whetstone items; or giving durable/toughness to your armor for one encounter, using expendable resources to jurry rig it). ...and I am also now that much more eager for Skyrim. [/QUOTE]
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