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My Wife Has a List of Demands! Part One: Skills
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<blockquote data-quote="Deadboy" data-source="post: 5784286" data-attributes="member: 61779"><p>Ugh. I've never understood why people liked spending skill points - 4e skill system in my mind is so brilliant I don't understand why every RPG doesn't do it that way.</p><p> </p><p>I hate spending skill points. Hate, hate, hate it. It feels like work to me and easily doubles the amount of time it takes to make a character. Plus I've never understood how having Religion +1 is more immersive for anyone - It's more immersive for me to just say my character knows a little about religion.</p><p> </p><p>Non-adventuring skills (entirely different from non-combat skills, as all skills have non-combat uses) I've also never understood as they make me feel limited, not empowered. With those present, I have to give up build resources JUST so I can pay lip service to the fact my character used to be a Blacksmith or an underwater basketweaver. If I don't, I pretty much can't say I'm a Blacksmith. It takes away, in my mind, rather than giving, as I'd much rather use my characters build resources for things I'll actually use in an adventure. I'm the sort of person who always plays humans in 4e because they get an extra skill and picks backgrounds the broaden what skills I can choose, so I have more places I can contribute in game, because contributing in game is fun. So if I have to give up some of that just so my backstory can have mechanics, I don't see the point.</p><p> </p><p>I've also noticed that craft skills are often abused by people who use them to game for more gold - you know the guy who when the characters return from months of running around in swamps and caves says his character spends all his downtime making longswords rather than consider the fact that a real person would be way more interested in sleeping in a warm bed, taking a bath and drinking all the horrible memories into oblivion.</p><p> </p><p>Synergies are horrid. Please, please, please don't bring them back. It's more fiddly math upon already fiddly math. I never even figure out synergies when I play games with synergies.</p><p> </p><p>All that said, it's likely they can easily accomodate both types of playstyles. It's easy to give a character a certain amount of skill trainings OR an equivalent amount of skill points, and non-adventuring skills can be entirely optional so that I can say I'm a blacksmith and just say that my character is making a longsword, and you can have a skill and roll all you want. It'll be harder to allow synergies as an optional thing because those who have too much free time on their hands to figure them out get an unfair bonus, so maybe they won't be back, but maybe WotC will figure a way to accomodate that too.</p></blockquote><p></p>
[QUOTE="Deadboy, post: 5784286, member: 61779"] Ugh. I've never understood why people liked spending skill points - 4e skill system in my mind is so brilliant I don't understand why every RPG doesn't do it that way. I hate spending skill points. Hate, hate, hate it. It feels like work to me and easily doubles the amount of time it takes to make a character. Plus I've never understood how having Religion +1 is more immersive for anyone - It's more immersive for me to just say my character knows a little about religion. Non-adventuring skills (entirely different from non-combat skills, as all skills have non-combat uses) I've also never understood as they make me feel limited, not empowered. With those present, I have to give up build resources JUST so I can pay lip service to the fact my character used to be a Blacksmith or an underwater basketweaver. If I don't, I pretty much can't say I'm a Blacksmith. It takes away, in my mind, rather than giving, as I'd much rather use my characters build resources for things I'll actually use in an adventure. I'm the sort of person who always plays humans in 4e because they get an extra skill and picks backgrounds the broaden what skills I can choose, so I have more places I can contribute in game, because contributing in game is fun. So if I have to give up some of that just so my backstory can have mechanics, I don't see the point. I've also noticed that craft skills are often abused by people who use them to game for more gold - you know the guy who when the characters return from months of running around in swamps and caves says his character spends all his downtime making longswords rather than consider the fact that a real person would be way more interested in sleeping in a warm bed, taking a bath and drinking all the horrible memories into oblivion. Synergies are horrid. Please, please, please don't bring them back. It's more fiddly math upon already fiddly math. I never even figure out synergies when I play games with synergies. All that said, it's likely they can easily accomodate both types of playstyles. It's easy to give a character a certain amount of skill trainings OR an equivalent amount of skill points, and non-adventuring skills can be entirely optional so that I can say I'm a blacksmith and just say that my character is making a longsword, and you can have a skill and roll all you want. It'll be harder to allow synergies as an optional thing because those who have too much free time on their hands to figure them out get an unfair bonus, so maybe they won't be back, but maybe WotC will figure a way to accomodate that too. [/QUOTE]
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