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<blockquote data-quote="Crazy Jerome" data-source="post: 5693096" data-attributes="member: 54877"><p>I'm feeling pretty good about my ability to read between the lines on these articles: <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p> </p><p><a href="http://www.enworld.org/forum/general-rpg-discussion/310891-new-legends-lore-player-vs-character-2.html#post5669882" target="_blank">http://www.enworld.org/forum/general-rpg-discussion/310891-new-legends-lore-player-vs-character-2.html#post5669882</a></p><p> </p><p>It does seem rather backwards at first glance, but I think it isn't when you pull back a bit for a wider view. First, we aren't just talking about who is good and who is average and who is poor. We are talking about those things relative to the campaign (style). So the obvious fix is that if the guy who maxes out Perception (say at Expert at his current level) wants to still find things by actively searching as a player, then you put in plenty of stuff at the next rank (Master).</p><p> </p><p>If you stop there, however, you haven't really done anything different than what previous versions have assumed: That challenges will be often maxed out, and the players will accordingly max out skills to deal with them. </p><p> </p><p>What if, though, you have players that still want the thrill of finding things themselves, but want more well-rounded characters? Moreover what if you have a mix in the same party? Well, you'd like a bit of wiggle room at the top. You want it so that the players' choices of skills are strong flags about what they want, within the relative power needed to handle the challenges of the games. In effect, if you are currently centered around Expert, then Expert perception is good enough for the guy who wants that challenge.</p><p> </p><p>If someone wants to bypass it, they'll have to pay for Master perception when that is a real cost. But they can, if they want (and are willing to forgo breadth to do so). Under earlier versions of D&D, no one really has that option. </p><p> </p><p>So it isn't so much that, to use a modern analogy, that the paramedic isn't expected to max out his paramedic skill. It is that if the paramedic wants to badly enough, he can become a doctor--thus nullifying a lot of the challenges of the paramedic tasks. It would be kind of odd if he did that with no intention of going after doctor challenges, but then players have different things they want to focus on, and the player isn't investing another 5-7 years of his life to get that bump. <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5693096, member: 54877"] I'm feeling pretty good about my ability to read between the lines on these articles: ;) [URL]http://www.enworld.org/forum/general-rpg-discussion/310891-new-legends-lore-player-vs-character-2.html#post5669882[/URL] It does seem rather backwards at first glance, but I think it isn't when you pull back a bit for a wider view. First, we aren't just talking about who is good and who is average and who is poor. We are talking about those things relative to the campaign (style). So the obvious fix is that if the guy who maxes out Perception (say at Expert at his current level) wants to still find things by actively searching as a player, then you put in plenty of stuff at the next rank (Master). If you stop there, however, you haven't really done anything different than what previous versions have assumed: That challenges will be often maxed out, and the players will accordingly max out skills to deal with them. What if, though, you have players that still want the thrill of finding things themselves, but want more well-rounded characters? Moreover what if you have a mix in the same party? Well, you'd like a bit of wiggle room at the top. You want it so that the players' choices of skills are strong flags about what they want, within the relative power needed to handle the challenges of the games. In effect, if you are currently centered around Expert, then Expert perception is good enough for the guy who wants that challenge. If someone wants to bypass it, they'll have to pay for Master perception when that is a real cost. But they can, if they want (and are willing to forgo breadth to do so). Under earlier versions of D&D, no one really has that option. So it isn't so much that, to use a modern analogy, that the paramedic isn't expected to max out his paramedic skill. It is that if the paramedic wants to badly enough, he can become a doctor--thus nullifying a lot of the challenges of the paramedic tasks. It would be kind of odd if he did that with no intention of going after doctor challenges, but then players have different things they want to focus on, and the player isn't investing another 5-7 years of his life to get that bump. :lol: [/QUOTE]
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