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<blockquote data-quote="Cergorach" data-source="post: 4134986" data-attributes="member: 725"><p>While I understand your point, most things progress from simple to complex if you want to easily explain it to someone, this is especially true for games. So if you want to make the game simpler, you design simpler rules (which the PF-RPG skill system is), that makes it easier to expand on later. Optional rules are there to make simple rules different or more complex. Try to see this from a new players perspective, what is easier? Choosing x amount of skills, or choosing y amount of skills and distribute z amount of skill points, and repeating that each level.</p><p></p><p>Distributing the points from one skill over 2-3 skills is generally a very bad idea, it essentially makes the skill useless for anything but the most banal things. While it might be effective at lower levels, especially if you count ability and racial modifiers. At higher levels it really sucks, both for the player and the GM. Often not everyone spreads his skills around, they often concentrate one a few skills and max. those. Higher levels often have higher DCs, thus the folks that only have a few points in a skill could just as easily not have taken those skills at all. I've seen this happen a couple of times, as a GM you either lowered the DCs, making it easier for the rest, thus not providing a challenge. Or you keep the DCs as high as they are, virtually guaranteeing that the person that has distributed skill points will not make the roll unless he throws a twenty (just like he would as if he hadn't put any skill points in the skill), making the player not happy. Both give the GM a headache, want you'll end up with unhappy players eventually.</p><p></p><p>While PF-RPG isn't a skill based system, skills are still very important. But because how skills work within this system, the difference between low skills and no skills is virtually nihil. And because the skill points have to come from somewhere, other skills suffer because of it.</p></blockquote><p></p>
[QUOTE="Cergorach, post: 4134986, member: 725"] While I understand your point, most things progress from simple to complex if you want to easily explain it to someone, this is especially true for games. So if you want to make the game simpler, you design simpler rules (which the PF-RPG skill system is), that makes it easier to expand on later. Optional rules are there to make simple rules different or more complex. Try to see this from a new players perspective, what is easier? Choosing x amount of skills, or choosing y amount of skills and distribute z amount of skill points, and repeating that each level. Distributing the points from one skill over 2-3 skills is generally a very bad idea, it essentially makes the skill useless for anything but the most banal things. While it might be effective at lower levels, especially if you count ability and racial modifiers. At higher levels it really sucks, both for the player and the GM. Often not everyone spreads his skills around, they often concentrate one a few skills and max. those. Higher levels often have higher DCs, thus the folks that only have a few points in a skill could just as easily not have taken those skills at all. I've seen this happen a couple of times, as a GM you either lowered the DCs, making it easier for the rest, thus not providing a challenge. Or you keep the DCs as high as they are, virtually guaranteeing that the person that has distributed skill points will not make the roll unless he throws a twenty (just like he would as if he hadn't put any skill points in the skill), making the player not happy. Both give the GM a headache, want you'll end up with unhappy players eventually. While PF-RPG isn't a skill based system, skills are still very important. But because how skills work within this system, the difference between low skills and no skills is virtually nihil. And because the skill points have to come from somewhere, other skills suffer because of it. [/QUOTE]
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