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
*TTRPGs General
New Mearls Article - Skills in D&D
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="EvilDwarf" data-source="post: 5648509" data-attributes="member: 46843"><p>Just a few things.</p><p></p><p>I really, really like to hear Mearls think out loud, but was very disappointed by the indication that these musings weren't going somewhere. For a while, I was excited by the thought of a modular, dial-in complexity as desired, and was hoping 5e was being kicked around, design-wise.</p><p></p><p>Second, following from the above, I was hoping for a basic, underlying truly D&D system for 5e. That said, did anyone else notice the complexity that Mearls seems to assume or take for granted?</p><p></p><p>"When you are climbing, all attacks against you gain combat advantage. If you cannot take standard actions while climbing, you immediately fall. You also fall if any effect forces you to move against your will or if you are knocked prone."</p><p></p><p>For instance, if this came from a new edition, I'd be doing the following: looking up what the heck "combat advantage" means and what it does and under what circumstances in particular it happens, and I would hope to the gawds not to find another "simple table"; then I'd have to look at what the standard actions are now, or more likely, what they are not; I'd have to look at the "effect forces" that moved me in the first place to see what they do or don't do, or both; and then I'd have to know what happens when I'm knocked prone and what all that entails. Granted, these aren't rocket science, but my point is that they do tend towards the "system mastery" that was the inherent problem/assumption with 3x.</p><p></p><p>Second, why not simply use the ability mods and let the player roll? If you're climbing something that requires you to hoist yourself or pull yourself up, use STR. If you're climbing a rope ladder or a twisted tree, use DEX. The DM and player should be able to come to a mutual agreement, or use the odds/evens roll to determine which skill if there's a question. If you want to use DCs, use the ability mod as the roll mod vs. the DC. Done.</p><p></p><p>Harkening back to the olden days, I recall our DM just saying, Hum, that's pretty tough--you have a 35% chance to climb over that wall, everyone would pretty much think that reasonable, or made a case for adjustment, and play continued, quick and dirty. Even yet, the thief had set percentages and was part of the class.</p><p></p><p>The latter case alludes to what Mearls was talking about earlier, about layers of complexity that can be stripped out. Climbing, etc. is the province of the class. Breaking down doors is the province of a class. Deciphering runes is the province of a class. If you want such acts available to other classes, then add the skills module.</p><p></p><p>(Finally, don't even get me started about another "invisible" layer of useless complexity, the ability scores themselves. So, we generate an ability score to determine our ability bonus? That is, we generate a number to determine another number? I would just rather have STR +4, as opposed to STR 18 = bonus of +4. For that matter, just use Fortitude, Reflex, and Will as the abilities, and have them be single digit bonuses. 4e essentially does this anyway by pairing abilities, and wizards get the same high hit bonus with their intelligence as the fighters with their strength, so basically, the to hit bonus with a magic missile vs. a fighter's to hit with a longsword is a wash--except the wizard targets a lower defense number.)</p><p></p><p>Cheers.</p></blockquote><p></p>
[QUOTE="EvilDwarf, post: 5648509, member: 46843"] Just a few things. I really, really like to hear Mearls think out loud, but was very disappointed by the indication that these musings weren't going somewhere. For a while, I was excited by the thought of a modular, dial-in complexity as desired, and was hoping 5e was being kicked around, design-wise. Second, following from the above, I was hoping for a basic, underlying truly D&D system for 5e. That said, did anyone else notice the complexity that Mearls seems to assume or take for granted? "When you are climbing, all attacks against you gain combat advantage. If you cannot take standard actions while climbing, you immediately fall. You also fall if any effect forces you to move against your will or if you are knocked prone." For instance, if this came from a new edition, I'd be doing the following: looking up what the heck "combat advantage" means and what it does and under what circumstances in particular it happens, and I would hope to the gawds not to find another "simple table"; then I'd have to look at what the standard actions are now, or more likely, what they are not; I'd have to look at the "effect forces" that moved me in the first place to see what they do or don't do, or both; and then I'd have to know what happens when I'm knocked prone and what all that entails. Granted, these aren't rocket science, but my point is that they do tend towards the "system mastery" that was the inherent problem/assumption with 3x. Second, why not simply use the ability mods and let the player roll? If you're climbing something that requires you to hoist yourself or pull yourself up, use STR. If you're climbing a rope ladder or a twisted tree, use DEX. The DM and player should be able to come to a mutual agreement, or use the odds/evens roll to determine which skill if there's a question. If you want to use DCs, use the ability mod as the roll mod vs. the DC. Done. Harkening back to the olden days, I recall our DM just saying, Hum, that's pretty tough--you have a 35% chance to climb over that wall, everyone would pretty much think that reasonable, or made a case for adjustment, and play continued, quick and dirty. Even yet, the thief had set percentages and was part of the class. The latter case alludes to what Mearls was talking about earlier, about layers of complexity that can be stripped out. Climbing, etc. is the province of the class. Breaking down doors is the province of a class. Deciphering runes is the province of a class. If you want such acts available to other classes, then add the skills module. (Finally, don't even get me started about another "invisible" layer of useless complexity, the ability scores themselves. So, we generate an ability score to determine our ability bonus? That is, we generate a number to determine another number? I would just rather have STR +4, as opposed to STR 18 = bonus of +4. For that matter, just use Fortitude, Reflex, and Will as the abilities, and have them be single digit bonuses. 4e essentially does this anyway by pairing abilities, and wizards get the same high hit bonus with their intelligence as the fighters with their strength, so basically, the to hit bonus with a magic missile vs. a fighter's to hit with a longsword is a wash--except the wizard targets a lower defense number.) Cheers. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
New Mearls Article - Skills in D&D
Top