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New WotC Article - The Role of Skills
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<blockquote data-quote="GM Dave" data-source="post: 5838644" data-attributes="member: 6687992"><p>A few things;</p><p></p><p>1> When they speak of using attributes, I believe they are speaking of the pre-3e way of handling 'skill' checks. The DM asked you to roll a d20 and see if you rolled equal or less than your attribute. A modifier was sometimes applied to the attribute depending on how difficult or unusual was the request.</p><p></p><p>If a player wanted to know what their character might know on early Dragon History then the GM would have them roll a d20 against Int. A player with some sort of back story or justification might roll on straight Int while a player with just a hope of a random tale known might have a -5 to Int to make the roll.</p><p></p><p>2> I voted for 'none of the above' when it came to the skill modifier and for and unlimited number of skills.</p><p></p><p>I'd rather having a skill be a 'free pass' to do what it is related. If you have a skill called 'Draconic Histories' then the GM would simply tell you what you should know. If you have 'Stealth' then the GM will allow you to place yourself somewhere in the next scene (provided you can justify how you got there ahead of the rest of the group ~ much like in most stories and movies where the action just happens ~ FATE works this way).</p><p></p><p>I also feel that any list of skills is going to incomplete. I also find lists of words to be limiting to how a player thinks. Give a list of suggestions but don't have a limit on what could or couldn't be a skill. If a player wants to have a skill like Pegasus riding then they should have that skill (a fantasy world is going to be full of skills that we would not normally conceive of). I also don't want to stop a player from being Hairstylist or a Chef because the game designers didn't feel these were 'adventuring skills' and left them off the list.</p><p></p><p>3> I would handle the 'free pass' skill system with opposing skills (stealth verses dragon alertness) by possibly having a few levels of competence that can be acquired at various levels of advancement. If the levels are tied then the defender skill trumps the aggressor skill. This keeps it simple and speeds the pace of the game.</p><p></p><p>4> PF actually uses a staged bonus to competence. Skill focus gives +2 for people with only a few skill ranks in the skill, +4 if you have more skill ranks (several of the feats have similar modifiers).</p></blockquote><p></p>
[QUOTE="GM Dave, post: 5838644, member: 6687992"] A few things; 1> When they speak of using attributes, I believe they are speaking of the pre-3e way of handling 'skill' checks. The DM asked you to roll a d20 and see if you rolled equal or less than your attribute. A modifier was sometimes applied to the attribute depending on how difficult or unusual was the request. If a player wanted to know what their character might know on early Dragon History then the GM would have them roll a d20 against Int. A player with some sort of back story or justification might roll on straight Int while a player with just a hope of a random tale known might have a -5 to Int to make the roll. 2> I voted for 'none of the above' when it came to the skill modifier and for and unlimited number of skills. I'd rather having a skill be a 'free pass' to do what it is related. If you have a skill called 'Draconic Histories' then the GM would simply tell you what you should know. If you have 'Stealth' then the GM will allow you to place yourself somewhere in the next scene (provided you can justify how you got there ahead of the rest of the group ~ much like in most stories and movies where the action just happens ~ FATE works this way). I also feel that any list of skills is going to incomplete. I also find lists of words to be limiting to how a player thinks. Give a list of suggestions but don't have a limit on what could or couldn't be a skill. If a player wants to have a skill like Pegasus riding then they should have that skill (a fantasy world is going to be full of skills that we would not normally conceive of). I also don't want to stop a player from being Hairstylist or a Chef because the game designers didn't feel these were 'adventuring skills' and left them off the list. 3> I would handle the 'free pass' skill system with opposing skills (stealth verses dragon alertness) by possibly having a few levels of competence that can be acquired at various levels of advancement. If the levels are tied then the defender skill trumps the aggressor skill. This keeps it simple and speeds the pace of the game. 4> PF actually uses a staged bonus to competence. Skill focus gives +2 for people with only a few skill ranks in the skill, +4 if you have more skill ranks (several of the feats have similar modifiers). [/QUOTE]
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New WotC Article - The Role of Skills
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