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New Mearls Article - Skills in D&D
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<blockquote data-quote="TwinBahamut" data-source="post: 5647542" data-attributes="member: 32536"><p>I like this direction of thought. To be honest, I never really have been totally happy with the skill system as it has appeared in either 3e or 4e. The idea of skills being flexible additions to a baseline of abilities sits with me a lot better than things like skill ranks and such.</p><p></p><p>Honestly, I'd be happy if things like swimming and jumping never required players to roll dice at all. Basic things like movement should not slow the game down. At the same time, things like climbing, jumping, flying, etc are fun, and players could benefit a lot from having options regarding them. Turning those options into messy charts based on die rolls isn't a good solution, but something like this might be.</p><p></p><p>Of course, other "skills", like deception and such, do work very well as die rolls, so you don't want to abandon them altogether. I suppose part of the problem in the first place is using the same rules to describe things as wildly different as convincing a king to come to your aid (Diplomacy), performing routine work (profession/craft), or activating a magic rod (Use Magic Device). Different things sometimes just need different rules frameworks.</p></blockquote><p></p>
[QUOTE="TwinBahamut, post: 5647542, member: 32536"] I like this direction of thought. To be honest, I never really have been totally happy with the skill system as it has appeared in either 3e or 4e. The idea of skills being flexible additions to a baseline of abilities sits with me a lot better than things like skill ranks and such. Honestly, I'd be happy if things like swimming and jumping never required players to roll dice at all. Basic things like movement should not slow the game down. At the same time, things like climbing, jumping, flying, etc are fun, and players could benefit a lot from having options regarding them. Turning those options into messy charts based on die rolls isn't a good solution, but something like this might be. Of course, other "skills", like deception and such, do work very well as die rolls, so you don't want to abandon them altogether. I suppose part of the problem in the first place is using the same rules to describe things as wildly different as convincing a king to come to your aid (Diplomacy), performing routine work (profession/craft), or activating a magic rod (Use Magic Device). Different things sometimes just need different rules frameworks. [/QUOTE]
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