thecasualoblivion
First Post
At the very least, its a definite and further moving away from the 3E skill system.
A few cons that leap out at me:
- No sense of increasing skill as you gain levels. Everything becomes exceedingly binary. This actually exacerbates the problem Mearls mentions at the top of the article: some people being able to do the thing automatically, while others just have no chance to do it at all.
[*] Complexity Without Payoff: Hooray, everything now needs two elements to measure difficulty: a DC AND a difficulty rating.
[*] "Impossible": Do you for reals need a rating for something the DM just tells you you can't do? A rule that says "you can't fly by flapping your arms" seems mostly unnecessary to me.
[*] No Rating for "Natural Ability": What, my Dex 24 Elf can't balance on a rope because I didn't check the right box at character creation? Pfffft.
[*] No Surprising Results: So I guess I can't even try to be awesome with a good die roll? No? You're just gonna shut down my fun right there? Great. Thanks. Guess I'll keep chugging along on this railroad you've helpfully laid for me. Choo Choo.
One of the problems with what Mearls is describing and his previous articles is his mention of decoupling actions from skills. That is, he previously didn't want actions like Balance to be subordinated to a skill Balance. As soon as you start giving individual actions ranks, if you don't also have a coordinate skill with a rank that becomes incredibly hard to manage.
GSHamster's skill idea linked to up-thread is a more thorough (and probably better) method of what Mearls is describing, but it suffers from that same weakness. If you don't have an awesome skill list, the overall system is going to be wanting in some regard. You exchanged flexibility in one sphere for ease of play in another sphere. A month or two ago, I commented that Mearls' articles were great but a tiche naive, and nothing I've seen since has changed that. I love the direction and the goal, but I've yet to see how he hopes to achieve it in a way that doesn't make sacrifices beyond the gains.
[*] No Surprising Results: So I guess I can't even try to be awesome with a good die roll? No? You're just gonna shut down my fun right there? Great. Thanks. Guess I'll keep chugging along on this railroad you've helpfully laid for me. Choo Choo.
Taking it a little more seriously, not having surprising results is something I prefer - good surprising is a small loss compared to losing bad surprising - which is mostly what I see.
I'd actually allow the player to improve several skills (number of skills improved depends on the total number of skills in the system) every odd level. That creates nice granularity and ensures we don't have grandmasters before 9th level or so.I enjoy where this is going. "At 3rd level and every 3rd level there after you increase proficiency level in one skill one rank." Or some such.
Now that Mike is actually starting to give some actual details, are there people still thinking this line of articles is showing that D&D is heading back in the direction of earlier editions? Between this and the previous article, I'm seeing a game that is even less like 1E/2E/3E.
One of the problems with what Mearls is describing and his previous articles is his mention of decoupling actions from skills. That is, he previously didn't want actions like Balance to be subordinated to a skill Balance. As soon as you start giving individual actions ranks, if you don't also have a coordinate skill with a rank that becomes incredibly hard to manage.