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<blockquote data-quote="5ekyu" data-source="post: 7297795" data-attributes="member: 6919838"><p>Absolutely you are right, different tables, different people different choices.</p><p></p><p>but what i have seen in games where this kind of thing was being done is... it is done unevenly in most cases.</p><p></p><p>IE in combat, the player skill at hitting with an axe is not tested... the character's is. So player's are taught that spending their chargen points into combat gets benefits they cannot PLAYER SKILL while some other out of combat options are things they can test against PLAYER SKILL and so you tend to get more and more similar type builds - focusing the points on the stuff where CHARACTER SKILL is the test and relying on PLAYER SKILL for the others.</p><p></p><p>Contrast to games where it is CHARACTER SKILL that is more consistent test being made where you get folks who are taught to spend at whatever aptitudes they want their character to be good at, regardless of their own abilities.</p><p></p><p>this was most telling in some games i have seen with social skills, where the Gm allowed mostly the "dialog" between player and Gm to rule the day. Started to see lower and lower CHA scores with those points shifted to combat stats by not only the smooth talking players but everyone, since they saw no gain in having a high CHA character if they were not a high CHA player.</p><p></p><p>Obviously that is not an issue at your table. But IMX an intentional design to TEST VS PLAYER SKILL has a tendency to throw a lot of balance monkeys into the wrenches - so thats part of why i do not use that approach myself. Another part is the time "lost" with repetitions of checks without consequence. our play time is limited so doing a number of "same door roll-calls" out loud with null results costs us more time for more fun stuff. Much quicker to have a character skill check or just a presumption of "you did that and found nothing and now on to..." than to go thru checklist out loud each time it wont produce any play gains.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7297795, member: 6919838"] Absolutely you are right, different tables, different people different choices. but what i have seen in games where this kind of thing was being done is... it is done unevenly in most cases. IE in combat, the player skill at hitting with an axe is not tested... the character's is. So player's are taught that spending their chargen points into combat gets benefits they cannot PLAYER SKILL while some other out of combat options are things they can test against PLAYER SKILL and so you tend to get more and more similar type builds - focusing the points on the stuff where CHARACTER SKILL is the test and relying on PLAYER SKILL for the others. Contrast to games where it is CHARACTER SKILL that is more consistent test being made where you get folks who are taught to spend at whatever aptitudes they want their character to be good at, regardless of their own abilities. this was most telling in some games i have seen with social skills, where the Gm allowed mostly the "dialog" between player and Gm to rule the day. Started to see lower and lower CHA scores with those points shifted to combat stats by not only the smooth talking players but everyone, since they saw no gain in having a high CHA character if they were not a high CHA player. Obviously that is not an issue at your table. But IMX an intentional design to TEST VS PLAYER SKILL has a tendency to throw a lot of balance monkeys into the wrenches - so thats part of why i do not use that approach myself. Another part is the time "lost" with repetitions of checks without consequence. our play time is limited so doing a number of "same door roll-calls" out loud with null results costs us more time for more fun stuff. Much quicker to have a character skill check or just a presumption of "you did that and found nothing and now on to..." than to go thru checklist out loud each time it wont produce any play gains. [/QUOTE]
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