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New Mearls Article - Skills in D&D
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<blockquote data-quote="ashockney" data-source="post: 5649932" data-attributes="member: 1363"><p><strong>Feedback - what an honor to participate in the dialogue!</strong></p><p></p><p></p><p></p><p>Where can we get more information on what a skirmish game is and what this means? Very interesting. I'm particularly intrigued if you're considering moving the D&D tabletop/board miniatures tactical game from the rpg. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p></p><p>Brilliant! Kudos to you for pulling it off. </p><p></p><p></p><p></p><p>Agreed. Simpler is better, universally. A degree of complexity to challenge, particularly for those that enjoy this complexity. Keep it intuitive and easily referenced.</p><p></p><p></p><p></p><p>I love the concept of character "customization" by adding features as you gain experience.</p><p></p><p></p><p></p><p></p><p>I would like climbing to be a function of movement.</p><p>Like most features of the game, it should likely be modified by: </p><p>An attribute, skill, feats, race, class, and magic.</p><p></p><p>Movement is used to overcome an obstacle, explore, engage, shift, escape, retreat, track, and trail. Your movement is based upon:</p><p>easy 60' DC10 </p><p>moderate 30' DC15</p><p>hard 10' DC20</p><p>Your movement is modified by either STR or INT.</p><p>Your movement is modified by Athletics or Acrobatics.</p><p>Your movement is modified by racial modifiers.</p><p>Your movement is modified by class modifiers.</p><p>Your movement is modified by magic modifiers from items and spells.</p><p></p><p>Examples:</p><p>Halfling Racial modifier, all base movements are reduced by 5'.</p><p>Athletics/Acrobatics Skills grant a +2 modifier to obstacles, shift, escape checks.</p><p>Ranger Longstrider class ability (3rd level) - all base movements are increased by 5'.</p><p>Spider Climb - magic effect - allows you to make climb obstacles with no check.</p><p></p><p></p><p></p><p>Obstacle: Exceptionally difficult = +5 to target DC (obstacles grant xp)</p><p></p><p>Failure does not mean the end of the encounter, it can mean a setback. Skill Challenge system, baby. I love it.</p><p></p><p></p><p></p><p></p><p>DC's are static, unless they are opposed or obstacles. In both of the latter instances, these become XP generating opportunities, based upon the skill challenge system.</p><p></p><p>Further reflections (edited):</p><p>This type of system lends itself to some tactical advantages like:</p><p>Skill focus: +1</p><p>Skill specialty: +2</p><p>Skill expert: +4</p><p></p><p>This system also lends itself to the ability to have a more even playing field from levels 1-20 by taking out the "linear" building effect (Level+1 or 1/2 level) bonus, and the scaling difficulty classes. It is possible to hold a "tomb of horrors" type of adventure with lower level characters, and is statistically IMPROBABLE of any low level success, but they could at least tag along. More similiar to "earlier" editions of the game.</p></blockquote><p></p>
[QUOTE="ashockney, post: 5649932, member: 1363"] [b]Feedback - what an honor to participate in the dialogue![/b] Where can we get more information on what a skirmish game is and what this means? Very interesting. I'm particularly intrigued if you're considering moving the D&D tabletop/board miniatures tactical game from the rpg. :D Brilliant! Kudos to you for pulling it off. Agreed. Simpler is better, universally. A degree of complexity to challenge, particularly for those that enjoy this complexity. Keep it intuitive and easily referenced. I love the concept of character "customization" by adding features as you gain experience. I would like climbing to be a function of movement. Like most features of the game, it should likely be modified by: An attribute, skill, feats, race, class, and magic. Movement is used to overcome an obstacle, explore, engage, shift, escape, retreat, track, and trail. Your movement is based upon: easy 60' DC10 moderate 30' DC15 hard 10' DC20 Your movement is modified by either STR or INT. Your movement is modified by Athletics or Acrobatics. Your movement is modified by racial modifiers. Your movement is modified by class modifiers. Your movement is modified by magic modifiers from items and spells. Examples: Halfling Racial modifier, all base movements are reduced by 5'. Athletics/Acrobatics Skills grant a +2 modifier to obstacles, shift, escape checks. Ranger Longstrider class ability (3rd level) - all base movements are increased by 5'. Spider Climb - magic effect - allows you to make climb obstacles with no check. Obstacle: Exceptionally difficult = +5 to target DC (obstacles grant xp) Failure does not mean the end of the encounter, it can mean a setback. Skill Challenge system, baby. I love it. DC's are static, unless they are opposed or obstacles. In both of the latter instances, these become XP generating opportunities, based upon the skill challenge system. Further reflections (edited): This type of system lends itself to some tactical advantages like: Skill focus: +1 Skill specialty: +2 Skill expert: +4 This system also lends itself to the ability to have a more even playing field from levels 1-20 by taking out the "linear" building effect (Level+1 or 1/2 level) bonus, and the scaling difficulty classes. It is possible to hold a "tomb of horrors" type of adventure with lower level characters, and is statistically IMPROBABLE of any low level success, but they could at least tag along. More similiar to "earlier" editions of the game. [/QUOTE]
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