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<blockquote data-quote="Sammael" data-source="post: 5655699" data-attributes="member: 4475"><p>Last week, I commented on the Climb skill example and noted that it was "horrible design" (perhaps a tad harsher than I should have, but I stand by that opinion).</p><p></p><p>This week, I have to say that I believe this new approach by Monte and Mike has the potential to become one of the most elegant mechanics in D&D ever. To be clear, I am looking at this mechanic in light of the "dials of complexity" agenda that was declared at the beginning of this series of articles.</p><p></p><p>With this version of the skill system, the math is completely hidden and that is <em>A Good Thing</em>. Players and DMs who dislike the skill/NWP system are likely to handwave it anyway - and this creates a solid foundation for that handwaving, eliminating much of the guesswork and providing consistency. </p><p></p><p>The beauty is that every challenge in the game can now be described <em>and not depend on the current level of game complexity</em> because it is incredibly easy to move the complexity dial up. Just assign objective DCs to each step like so:</p><p></p><p>Novice - DC 10</p><p>Journeyman - DC 15</p><p>Expert - DC 20</p><p>Master - DC 25</p><p>Grandmaster - DC 30</p><p>Impossible - either no assigned DC, or DC 50+</p><p></p><p>If your game is high-powered, increase DCs across the board by 2, 5, 10, or whatever. </p><p></p><p>Now give PCs skill points and a guideline as to how many ranks constitutes which level of proficiency (e.g. if you put in 3-5 ranks, you are a Novice; 6-8 Journeyman; and so on).</p><p></p><p>To account for ability scores, when a PC has a high ability score appropriate for the task at hand, either reduce difficulty by one (or more) steps, or give him "virtual" ranks. For instance, the elf mage may not have any ranks in Acrobatics, but his 18 Dex means that he can still succeed at Novice difficulty challenges. </p><p></p><p>Magic and equipment can likely reduce difficulty or give "virtual" ranks.</p><p></p><p>Example of play:</p><p></p><p>Crossing a chasm via a rickety rope bridge with missing planks is normally a Novice task, but since the winds are high and it's raining, the difficulty increases to Journeyman level.</p><p></p><p>The above mentioned elf mage casts <em>Cat's Grace</em> on himself which increases his virtual rank in Acrobatics-related checks by one. He is now a Journeyman and crosses the bridge safely.</p><p></p><p>Half-orc fighter likewise has no ranks in Acrobatics, and wears heavy armor which means that he must somehow gain three virtual ranks to cross. He removes the armor and puts it in the Bag of Holding (1). Next, he takes out a length of rope with a grappling hook and tosses it across the chasm, giving him something to hold onto (2). Finally, he takes out his tanglefoot bag and treats the soles of his boots with the slimy goo (3). It took some effort, but he can now make the Journeyman challenge.</p><p></p><p>The halfling rogue is a Master of Acrobatics and can waltz across the rope bridge at her leisure.</p><p></p><p>At a higher layer of complexity, the DM would check and see that a Journeyman challenge is DC 15. The elf mage with no ranks in Acrobatics would make a check with a +4 bonus (for Dex) and another +4 (for Cat's Grace), for a total of +8 (70% chance of success). The half-orc would lose his armor check penalty, allow himself to take 10 (grappling hook with line) and gain a +4 bonus via tanglefoot bag improvisation; since he already has +1 from Dex, that's enough to succeed. Finally, the rogue has 14 ranks in Acrobatics which is high enough that she doesn't even have to make the roll.</p><p></p><p>Kudos for a great idea, guys.</p></blockquote><p></p>
[QUOTE="Sammael, post: 5655699, member: 4475"] Last week, I commented on the Climb skill example and noted that it was "horrible design" (perhaps a tad harsher than I should have, but I stand by that opinion). This week, I have to say that I believe this new approach by Monte and Mike has the potential to become one of the most elegant mechanics in D&D ever. To be clear, I am looking at this mechanic in light of the "dials of complexity" agenda that was declared at the beginning of this series of articles. With this version of the skill system, the math is completely hidden and that is [i]A Good Thing[/i]. Players and DMs who dislike the skill/NWP system are likely to handwave it anyway - and this creates a solid foundation for that handwaving, eliminating much of the guesswork and providing consistency. The beauty is that every challenge in the game can now be described [i]and not depend on the current level of game complexity[/i] because it is incredibly easy to move the complexity dial up. Just assign objective DCs to each step like so: Novice - DC 10 Journeyman - DC 15 Expert - DC 20 Master - DC 25 Grandmaster - DC 30 Impossible - either no assigned DC, or DC 50+ If your game is high-powered, increase DCs across the board by 2, 5, 10, or whatever. Now give PCs skill points and a guideline as to how many ranks constitutes which level of proficiency (e.g. if you put in 3-5 ranks, you are a Novice; 6-8 Journeyman; and so on). To account for ability scores, when a PC has a high ability score appropriate for the task at hand, either reduce difficulty by one (or more) steps, or give him "virtual" ranks. For instance, the elf mage may not have any ranks in Acrobatics, but his 18 Dex means that he can still succeed at Novice difficulty challenges. Magic and equipment can likely reduce difficulty or give "virtual" ranks. Example of play: Crossing a chasm via a rickety rope bridge with missing planks is normally a Novice task, but since the winds are high and it's raining, the difficulty increases to Journeyman level. The above mentioned elf mage casts [i]Cat's Grace[/i] on himself which increases his virtual rank in Acrobatics-related checks by one. He is now a Journeyman and crosses the bridge safely. Half-orc fighter likewise has no ranks in Acrobatics, and wears heavy armor which means that he must somehow gain three virtual ranks to cross. He removes the armor and puts it in the Bag of Holding (1). Next, he takes out a length of rope with a grappling hook and tosses it across the chasm, giving him something to hold onto (2). Finally, he takes out his tanglefoot bag and treats the soles of his boots with the slimy goo (3). It took some effort, but he can now make the Journeyman challenge. The halfling rogue is a Master of Acrobatics and can waltz across the rope bridge at her leisure. At a higher layer of complexity, the DM would check and see that a Journeyman challenge is DC 15. The elf mage with no ranks in Acrobatics would make a check with a +4 bonus (for Dex) and another +4 (for Cat's Grace), for a total of +8 (70% chance of success). The half-orc would lose his armor check penalty, allow himself to take 10 (grappling hook with line) and gain a +4 bonus via tanglefoot bag improvisation; since he already has +1 from Dex, that's enough to succeed. Finally, the rogue has 14 ranks in Acrobatics which is high enough that she doesn't even have to make the roll. Kudos for a great idea, guys. [/QUOTE]
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