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Marionnen's Musings: Skills? What Skills?
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<blockquote data-quote="airwalkrr" data-source="post: 6058608" data-attributes="member: 12460"><p>One of the nifty things about the system I propose is that as long as the player can persuade the DM that the check he is attempting is based on his skill, he gets to use the skill. You needn't be weighed down by the skills as written. They are merely a guideline. Perhaps the Swim check is really more about navigating a tricky current. Viola! It becomes a Dex check. Maybe a Bluff check requires outsmarting an opponent rather than having a good poker face. Viola! It becomes an Int check. It is flexible, encourages players to think of creative ways to use their skills rather than being defaulted into one mode for a skill. In my current 3.5 campaign, I already use the variant from the DMG for different ability scores tied to different skills depending on the situation. A classic example is Strength-based Intimidate, in which you make an impressive display of strength to show your foe how much you could hurt him... if you so desired. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />Agreed. At least with this rule, you could have a fighter sage, a fighter with Int as his skill. Or you could have a wizard athlete. I've always thought cross-class penalties to be harsh.Sounds like 4e, which didn't have a terrible skill system, but was seriously lacking in choice. I think there needs to be a higher threshold than a "reasonable argument" to get a skill though. Skills are part of game balance. A rogue doesn't get a high hit die and more than one good save or good weapon proficiencies because he is a skill guy.I've considered it. Heck, 1st edition AD&D is really my favorite system. But I still find 3.5 to be the easiest to run because of the way the mechanics of the system are unified. Retro-clones just tend to be a little too rules light and vague at times, not to mention a general lack of internally consistent mechanics.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 6058608, member: 12460"] One of the nifty things about the system I propose is that as long as the player can persuade the DM that the check he is attempting is based on his skill, he gets to use the skill. You needn't be weighed down by the skills as written. They are merely a guideline. Perhaps the Swim check is really more about navigating a tricky current. Viola! It becomes a Dex check. Maybe a Bluff check requires outsmarting an opponent rather than having a good poker face. Viola! It becomes an Int check. It is flexible, encourages players to think of creative ways to use their skills rather than being defaulted into one mode for a skill. In my current 3.5 campaign, I already use the variant from the DMG for different ability scores tied to different skills depending on the situation. A classic example is Strength-based Intimidate, in which you make an impressive display of strength to show your foe how much you could hurt him... if you so desired. :)Agreed. At least with this rule, you could have a fighter sage, a fighter with Int as his skill. Or you could have a wizard athlete. I've always thought cross-class penalties to be harsh.Sounds like 4e, which didn't have a terrible skill system, but was seriously lacking in choice. I think there needs to be a higher threshold than a "reasonable argument" to get a skill though. Skills are part of game balance. A rogue doesn't get a high hit die and more than one good save or good weapon proficiencies because he is a skill guy.I've considered it. Heck, 1st edition AD&D is really my favorite system. But I still find 3.5 to be the easiest to run because of the way the mechanics of the system are unified. Retro-clones just tend to be a little too rules light and vague at times, not to mention a general lack of internally consistent mechanics. [/QUOTE]
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