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<blockquote data-quote="Connorsrpg" data-source="post: 5950950" data-attributes="member: 19265"><p><strong>More On Skills</strong></p><p></p><p>[MENTION=27160]Balesir[/MENTION] & [MENTION=7175]jadrax[/MENTION]</p><p></p><p>Thanks for your contribution guys...oh, and I am glad my thread got 2 gamers in touch that live 'close' to each other <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> (Wish it could happen to me now <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />).</p><p></p><p>On skills - I was of the opposite opinion re 'limiting lists'. I believe removing the skill 'system' was done so you could make up any skill that suits your background and I love it. No longer searching for a skill to fit what you want, no very cool and flavoursome skills getting ignored for ones that can be used all the time, and most importantly, keeping the +'s in check. I guess the bounded accuracy was what really made skills shine.</p><p></p><p>I like the modifiers. Just enough to feel like you are good, but not over the top such that others are left behind (again - the new DCs help there too). Along with natural talent (ability score bonuses) I really enjoyed what the players did.</p><p></p><p>I would call for a check and they would then ask whether 'this skill could be used'. I found it very satisying, but I wanred them up front (and we are very comfortable with this style anyway) that don't just yell out all skills when doing something. I kept a very close eye on what skills could be used.</p><p></p><p>I did not like the idea of there being Wilderness Lore, Nature Knowledge and Survival at first either (when I read the PC sheets), but in play it was actually cool. Who cares what it is called (in fact this lead to better discussions than every one checking for training in Nature). Even those slightly different names along with background descriptions meant each player put a little bit of thought into how they learnt it. (One player stated his wilderness lore was to do with the fact he grew up fishing).</p><p></p><p>Honestly, in play, I would rather they kept exactly what they have now. I was very happy with it as opposed to a codified list. You opinion may differ (though mine was fully changed after a decent play test - that is what this is about after all <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />).</p></blockquote><p></p>
[QUOTE="Connorsrpg, post: 5950950, member: 19265"] [b]More On Skills[/b] [MENTION=27160]Balesir[/MENTION] & [MENTION=7175]jadrax[/MENTION] Thanks for your contribution guys...oh, and I am glad my thread got 2 gamers in touch that live 'close' to each other :) (Wish it could happen to me now ;)). On skills - I was of the opposite opinion re 'limiting lists'. I believe removing the skill 'system' was done so you could make up any skill that suits your background and I love it. No longer searching for a skill to fit what you want, no very cool and flavoursome skills getting ignored for ones that can be used all the time, and most importantly, keeping the +'s in check. I guess the bounded accuracy was what really made skills shine. I like the modifiers. Just enough to feel like you are good, but not over the top such that others are left behind (again - the new DCs help there too). Along with natural talent (ability score bonuses) I really enjoyed what the players did. I would call for a check and they would then ask whether 'this skill could be used'. I found it very satisying, but I wanred them up front (and we are very comfortable with this style anyway) that don't just yell out all skills when doing something. I kept a very close eye on what skills could be used. I did not like the idea of there being Wilderness Lore, Nature Knowledge and Survival at first either (when I read the PC sheets), but in play it was actually cool. Who cares what it is called (in fact this lead to better discussions than every one checking for training in Nature). Even those slightly different names along with background descriptions meant each player put a little bit of thought into how they learnt it. (One player stated his wilderness lore was to do with the fact he grew up fishing). Honestly, in play, I would rather they kept exactly what they have now. I was very happy with it as opposed to a codified list. You opinion may differ (though mine was fully changed after a decent play test - that is what this is about after all :)). [/QUOTE]
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