What's the wizard's magic roll? Why does the cleric need to sit this one out? He can roll and look for circumstances to boost his attack roll, and being a cleric, probably has some good other stuff to do as well. What do the fighter and thief get for free due to being expert, versus what do they still roll for (special powers, special effects)?
So, how many different skills do there need to be in the game so that everyone is "sufficiently trained" in searching a room to let everyone contribute?
The idea that the game needs to strive for everyone participating all of the time at near-equal levels has never worked well for the game. It just creates homogenization that makes individual characters only different in superficial ways.
I really wish people would actually read the articles that they're commenting on, you know, before commenting.
I really wish you would understand what you're reading![]()
I honestly can't buy into the idea that the only meaningful way to differentiate characters is to put limits on when you're allowed to meaningfully participate in the game and when you're intended to have a time-out. If you only have three or four hours every couple of weeks to play a game, I think players should be allowed to contribute at a high level for as much of that game as they feel interested in doing so. It's fine to let people sit out if they don't have much of an interest in what's going on at the moment. Really not a fan of the idea that it should be mandatory.
I wonder how many people who are fond of this would be fond of this in combat.
"Okay, the Fighter and the Thief have Expert Attack Rolls, the Cleric has Middling Attack Rolls, and the Wizard has Trainee Attack Rolls.
A CHALLENGER APPROACHES. It has Expert AC.
Well, guess the Cleric and the Wizard can sit this one out."
NOT A FAN.
Mark CMG said:Why must everyone contribute in searching a room? Must everyone be able to contribute in all aspects of the game? How close to equal must everyone be for that participation to feel meaningful to you?
LostSoul said:How about this
Rich Baker said:I have often felt that highly abstract systems can appear simple but actually increase the cognitive effort to play the game. For example, imagine that D&D tackled magic by telling the players to describe what they want to happen, and then costing the effect afterwards. The problem is, a player doesn’t even have a notion of what to wish for in a system like that—you don’t know what the boundaries are, or what sort of things should be possible. A crunchy system consisting of a hundred discrete, defined spells to choose from is easier to play in many ways.When “abstract” comes to mean “undefined,” the game becomes a collection of jurisprudence—a body of past rulings by the DM winds up serving as the rules of the game.
All players must be engaged with the game as much as possible. The best way to make players engaged with the game is to give them something interesting to do, and time in which to do it (. . .)
So, you say, "Use situations where many skills can be used to the same effect."
So, how many different skills do there need to be in the game so that everyone is "sufficiently trained" in searching a room to let everyone contribute?
And keep in mind the corollary to the wizard and the cleric just sitting there: The Fighter and the Thief kill the challenger automagically, and then the battle's over.
There's no tension, no chance, no anticipation, no drama, no risk, no game in the thing. It's all binary pass/fail (plus some DM adjudication if the players want to get creative). Which is fine for things that you just want out of the way, but lousy for things where you want some interesting interaction.
Sure, the cleric could be all, "I look for a chink in her armor!", but when the Fighter and the Thief got this handled, why would they need to?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.