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<blockquote data-quote="Scribble" data-source="post: 5693211" data-attributes="member: 23977"><p>I think a lot of it has to do with player psychology and finding a sweet spot between two schools of thought.</p><p></p><p>You have players that like the idea of "skilled play." They enjoy thinking up solutions in real life and having the DM determine if they are good enough to work in game. (These people also tend to hate the idea of skill points and DCs and rolling for skills etc...)</p><p></p><p></p><p>Then you have people who hate the idea of "skilled play" and feel that if a PC can do something there should be rules involved and a target number to beat. (These people tend to feel that not having a skill system just feels like "mother may I.")</p><p></p><p></p><p>So even though the current system COULD accommodate the two styles the fact that it in all ways is geared towards the target number playstyle ends up turning off the former players: The system Monte describes seems to want to split the difference.</p><p></p><p>It speaks to both crowds- it's an underlying target number driven system, but gives heavy thought about how to work with "skilled play." The idea being a given group can choose the best way to use the system to suit their own style/tastes.</p><p></p><p>(That's what I'm getting out of it anyway.)</p></blockquote><p></p>
[QUOTE="Scribble, post: 5693211, member: 23977"] I think a lot of it has to do with player psychology and finding a sweet spot between two schools of thought. You have players that like the idea of "skilled play." They enjoy thinking up solutions in real life and having the DM determine if they are good enough to work in game. (These people also tend to hate the idea of skill points and DCs and rolling for skills etc...) Then you have people who hate the idea of "skilled play" and feel that if a PC can do something there should be rules involved and a target number to beat. (These people tend to feel that not having a skill system just feels like "mother may I.") So even though the current system COULD accommodate the two styles the fact that it in all ways is geared towards the target number playstyle ends up turning off the former players: The system Monte describes seems to want to split the difference. It speaks to both crowds- it's an underlying target number driven system, but gives heavy thought about how to work with "skilled play." The idea being a given group can choose the best way to use the system to suit their own style/tastes. (That's what I'm getting out of it anyway.) [/QUOTE]
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