Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Never give up on PF2
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Pedantic" data-source="post: 9377378" data-attributes="member: 6690965"><p>Trust has nothing to do with it, this is a matter of design at the system level. When I say "objective skill system" I'm advocating for a design where the skill system is primarily player facing. It should be a tool players use to resolve situations; the actions you can take with a given skill should be encoded into the skill ahead of time and the gameplay should involve finding uses for those actions to get what you want.</p><p></p><p>There's a whole understanding of what skills are in that model, where a given skill modifier means a PC has access to a variety of abilities, and will look for opportunities to use them.</p><p></p><p>In the sort of system I'm calling for, this is the all of skill checks. Some uses that aren't clearly codified might be worked out by analogy to the closest such task, but the design should be complete enough to make such situations rare.</p><p></p><p>This is reasonable for opposed checks when you have a trait that can be referenced in a specific person, and I could even see the case for a level reference for crafting or as a derived trait for say, traps or location-bound spells, that kind of thing. It's a problem when abstract elements begin to have levels that aren't clearly defined, like a Level 15 climbing challenge, vs. a Level 13 climbing challenge.</p><p></p><p>This is the thing I would like to be different. Skill DCs should be oriented toward player abilities, not toward DMs. The player should know that it's a DC 10 to swim across a calm body of water at Y speed, a DC 15 for a rough one, and so on, which then translated to with say a +10 bonus, a 100% chance of success at the former, and an 80% chance of success at the latter. Swimming is a PC ability that's deployed, potentially with a risk of failure associated, maybe some extra modifiers for speed adjustments and/or a take 10/20 system if the player is willing to spend time and isn't under threat.</p><p></p><p>To put it another way, I expect PCs to be declaring actions drawn from checks, not the GM calling for checks in response to PC action declarations. It's not "I want to climb that" "okay give me an Athletics check" it's the PC asking about the situation, and deciding to deploy the climbing action knowing the resolution mechanics ahead of time.</p><p></p><p>I don't really see an issue if there's a chance of failure and a reason to hide the information from the PCs. I'd prefer most perception type abilities to be reworked as defenses, for example, that stealth is rolled as an attack against, which can be done entirely secretly. I do something similar with knowledge checks, rolling the "obscurity" of information against the PCs when they encounter stuff they might know about, and then providing the information upfront or not, without informing them of the roll results.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 9377378, member: 6690965"] Trust has nothing to do with it, this is a matter of design at the system level. When I say "objective skill system" I'm advocating for a design where the skill system is primarily player facing. It should be a tool players use to resolve situations; the actions you can take with a given skill should be encoded into the skill ahead of time and the gameplay should involve finding uses for those actions to get what you want. There's a whole understanding of what skills are in that model, where a given skill modifier means a PC has access to a variety of abilities, and will look for opportunities to use them. In the sort of system I'm calling for, this is the all of skill checks. Some uses that aren't clearly codified might be worked out by analogy to the closest such task, but the design should be complete enough to make such situations rare. This is reasonable for opposed checks when you have a trait that can be referenced in a specific person, and I could even see the case for a level reference for crafting or as a derived trait for say, traps or location-bound spells, that kind of thing. It's a problem when abstract elements begin to have levels that aren't clearly defined, like a Level 15 climbing challenge, vs. a Level 13 climbing challenge. This is the thing I would like to be different. Skill DCs should be oriented toward player abilities, not toward DMs. The player should know that it's a DC 10 to swim across a calm body of water at Y speed, a DC 15 for a rough one, and so on, which then translated to with say a +10 bonus, a 100% chance of success at the former, and an 80% chance of success at the latter. Swimming is a PC ability that's deployed, potentially with a risk of failure associated, maybe some extra modifiers for speed adjustments and/or a take 10/20 system if the player is willing to spend time and isn't under threat. To put it another way, I expect PCs to be declaring actions drawn from checks, not the GM calling for checks in response to PC action declarations. It's not "I want to climb that" "okay give me an Athletics check" it's the PC asking about the situation, and deciding to deploy the climbing action knowing the resolution mechanics ahead of time. I don't really see an issue if there's a chance of failure and a reason to hide the information from the PCs. I'd prefer most perception type abilities to be reworked as defenses, for example, that stealth is rolled as an attack against, which can be done entirely secretly. I do something similar with knowledge checks, rolling the "obscurity" of information against the PCs when they encounter stuff they might know about, and then providing the information upfront or not, without informing them of the roll results. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Never give up on PF2
Top