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<blockquote data-quote="pemerton" data-source="post: 7759306" data-attributes="member: 42582"><p>Thanks!</p><p></p><p>A follow-up comment: a <em>developed</em> skill systems <em>doesn't have to be complex</em>. Here's an example (adapted from Burning Wheel, Prince Valiant, Cthulhu Dark and HeroWars/Quest):</p><p></p><p style="margin-left: 20px">The player states what his/her PC is doing and what s/he hopes to achieve thereby. The GM indicates what ability or skill is to be tested, and sets a DC. The player makes the check (d20 + appropriate modifiers) and if it equals or exceeds the DC the PC succeeds at what s/he is doig and thereby achieves what s/he hoped to. Otherwise the GM explains what went wrong in conception, execution, or intervening factors.</p><p></p><p>That sort of approach can be adapted to RPGs that don't expressly include it. I use a version of it when GMing Classic Traveller. But it's harder to adapt to 5e because 5e has non-uniform PC build elements (attack bonus and attack rolls are a discrete system from saving throws are a distinct system from ability/skill checks; and then there are all the overrides, adjustments, etc that come from class abilities, feats, spells, etc). (Contrast, say, Classic Traveller where a PC is just a list of ability scores, skill ranks and equipment.)</p><p></p><p>The fact that such a simple yet complete resolution system <em>can't</em> be straightforwardly ported into 5e counts as more evidence of its non-lightness, in my view.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7759306, member: 42582"] Thanks! A follow-up comment: a [I]developed[/I] skill systems [I]doesn't have to be complex[/I]. Here's an example (adapted from Burning Wheel, Prince Valiant, Cthulhu Dark and HeroWars/Quest): [indent]The player states what his/her PC is doing and what s/he hopes to achieve thereby. The GM indicates what ability or skill is to be tested, and sets a DC. The player makes the check (d20 + appropriate modifiers) and if it equals or exceeds the DC the PC succeeds at what s/he is doig and thereby achieves what s/he hoped to. Otherwise the GM explains what went wrong in conception, execution, or intervening factors.[/indent] That sort of approach can be adapted to RPGs that don't expressly include it. I use a version of it when GMing Classic Traveller. But it's harder to adapt to 5e because 5e has non-uniform PC build elements (attack bonus and attack rolls are a discrete system from saving throws are a distinct system from ability/skill checks; and then there are all the overrides, adjustments, etc that come from class abilities, feats, spells, etc). (Contrast, say, Classic Traveller where a PC is just a list of ability scores, skill ranks and equipment.) The fact that such a simple yet complete resolution system [I]can't[/I] be straightforwardly ported into 5e counts as more evidence of its non-lightness, in my view. [/QUOTE]
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