Gundark
Explorer
True. Like most threads on Enworld this one stopped being productive after about page 3 or 4, and degenerated in a "no I'm right , no I'm right" discussion.
In 3e, there are a number of ways to handle this.
1. When you build your setting, limit the DM limits class choices to those that are culturally appropriate.
2. Modify a class's skills to create a variant that is background appropriate per Customizing a Character in the PHB. The PHB gives one example. There were a couple of examples of variants in 3.0 supplements (e.g., the Urban Ranger) and many more examples in Unearthed Arcana (e.g, Savage Bard, Urban Ranger, and Wilderness Rogue).
3. Modify a race as mentioned under under Character customization and expanded upon in Unearthed Arcana
4. As DM, use the skill sidebar that states the DM can prohibit a character from taking some skills based on background.
5. Use the urban/wilderness class skill swap from the Cityscape web enhancement.
6. As a player, spend some of those extra first level skill skill points on skills that reflect background.
7. If you are using 3.0, there is 0/0 multiclassing at first level found in the DMG
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I think people get too hung up on questions of realism when it comes to skills. Consider that you're playing an RPG, the purpose is to tell interesting stories revolving around larger-than-life fantasy characters. The question isn't trivia about whether or not some guy that runs around killing monsters for 30 levels has a better understanding of trees or not. It is about whether or not the system helps you imagine yourself as Ralf the Fighter or not.
Those are your preferences and emphasis for "how the system helps" and the type of things you want out of the game. If it works for you great. Other people want things that bring more verisimilitude not realism to ground the character into the setting and add more detail. And, not everyone approaches the game as running around killing monsters- it stopped being that during 1e- so, maybe, that is where the difference in approaches begins.
You were the one stated the game was about 30 levels of killing monstersWhat makes you think my game revolves around "running around killing monsters". It sounds like you believe that's all you can do unless you have a skill system that splits hear noise from spot hidden. It just isn't that way.
In any case the original discussion here was about skills vs ability scores. I'm going to assume we are both on the same side of 'yeah, we want skills'. lol.
What exactly did you take "BACK TO THE DUNGEON" to mean?
After reading the books? Hyperbole!
Good stuff.I think people get too hung up on questions of realism when it comes to skills. Consider that you're playing an RPG, the purpose is to tell interesting stories revolving around larger-than-life fantasy characters. The question isn't trivia about whether or not some guy that runs around killing monsters for 30 levels has a better understanding of trees or not. It is about whether or not the system helps you imagine yourself as Ralf the Fighter or not.
Those are your preferences and emphasis for "how the system helps" and the type of things you want out of the game. If it works for you great. Other people want things that bring more verisimilitude not realism to ground the character into the setting and add more detail.
No. To say that the game is not about "whether or not some guy that runs around killing monsters for 30 levels has a better understanding of trees or not" isn't to say the game is about killing monsters. It is to say that killing monsters is a core focus of the game, in a way that botany is not.You were the one stated the game was about 30 levels of killing monsters
Rolemaster and HARP's solution to this problem is diminishing returns - the first 10 ranks give +5 per rank, the next 10 +2 per rank, the next 10 +1 per rank (in RM it then drops to 0.5 per rank, while HARP keeps going at 1 per rank).In some respects, it might have been better if the 3e skill system cap didn't increase every level. I know that when I played it, I tended to think of skills as "my character is good in these three skills" and just put a point in chosen skills every level.
If the cap didn't increase so rapidly, such that players were always bumping against the cap, it would encourage them to spend excess points on new skills.
We can debate the pros and cons of different skill system mechanics all day, but IME there is no perfect solution. My opinion is that people spend far too much time harping on these kinds of largely theoretical 'issues'. Who cares if my 30th level fighter is roughly as knowledgeable about Arcana as an optimized 1st level wizard? Is he really ever going to compare his Arcana skill to that of a situation intended for low level characters where this is going to matter? It is just irrelevant. In all my 35 years of DMing I have yet to see this situation arise.
I'm not all that interested in the preferences and experiences of the market as a whole.There's your problem.
You don't understand the issues because you are confusing your own personal opinions and experiences with the preferences and experiences of the market as a whole.