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New Mearls Article - Skills in D&D
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<blockquote data-quote="CuRoi" data-source="post: 5652490" data-attributes="member: 98032"><p>Maybe this has been pointed out already, but this skill system is pretty similar to how the arcane magic DCs function in Fantasy Craft. Your DC I think is something like 10 + charisma mod + the number of Spell Feats you have. </p><p> </p><p>Yeah, it's an inverse look at things (static DCs are being increased by number of feats in FC) while MM is talking about feats adding to your roll modifier. Same difference though. </p><p> </p><p>Anyway, I'm not sure I care for the approach as presented for skills. For one, many players just seem to like to do silly things like assign skill points (I know this is highly subjective, but in my circle it at least adds to the feeling of customization.) </p><p> </p><p>I'm also not thrilled that the basis for the system is "all players can do all of these things" approach of 4e. I really don't mind if the Wizard knows jack about Survival and feels lost in a game mechanics and RP sort of way if dropped in the middle of a desert without food and water. It doesn't bother me that the Ranger in the party keeps the group alive if this happens (cause the Wizard is going to most likely save their butt the following day). I also have no problem as the DM if the players find themselves "stuck" because they don't have a skill readily available (or failed a check) and I need to improvise some sort of plot device to keep things moving. </p><p> </p><p>I think this whole modular approach may be doomed to fail because it might make PCs homgenized, generic, and self reliant enough to get by on most things without a "party". This sort of IMO defeats the purpose of negotiating with a party of characters with diverse skillsets and negotiating/exploring an imaginary game world where you may not always have the answer at your fingertips. </p><p> </p><p>So as far as skill systems go, I'm fine with specialization. Any skill tricks are fine too, but if it just means "I climb prettier than you but you can do it to" I fail to see the point.</p></blockquote><p></p>
[QUOTE="CuRoi, post: 5652490, member: 98032"] Maybe this has been pointed out already, but this skill system is pretty similar to how the arcane magic DCs function in Fantasy Craft. Your DC I think is something like 10 + charisma mod + the number of Spell Feats you have. Yeah, it's an inverse look at things (static DCs are being increased by number of feats in FC) while MM is talking about feats adding to your roll modifier. Same difference though. Anyway, I'm not sure I care for the approach as presented for skills. For one, many players just seem to like to do silly things like assign skill points (I know this is highly subjective, but in my circle it at least adds to the feeling of customization.) I'm also not thrilled that the basis for the system is "all players can do all of these things" approach of 4e. I really don't mind if the Wizard knows jack about Survival and feels lost in a game mechanics and RP sort of way if dropped in the middle of a desert without food and water. It doesn't bother me that the Ranger in the party keeps the group alive if this happens (cause the Wizard is going to most likely save their butt the following day). I also have no problem as the DM if the players find themselves "stuck" because they don't have a skill readily available (or failed a check) and I need to improvise some sort of plot device to keep things moving. I think this whole modular approach may be doomed to fail because it might make PCs homgenized, generic, and self reliant enough to get by on most things without a "party". This sort of IMO defeats the purpose of negotiating with a party of characters with diverse skillsets and negotiating/exploring an imaginary game world where you may not always have the answer at your fingertips. So as far as skill systems go, I'm fine with specialization. Any skill tricks are fine too, but if it just means "I climb prettier than you but you can do it to" I fail to see the point. [/QUOTE]
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