SteveC
Doing the best imitation of myself
Of course, what you're forgetting are games like this:Korgoth said:Exactly!
Player: "Even though it is windy, I try to start a fire for our camp."
DM: "OK, you start it."
Player: "Really? I don't have to roll?"
DM: "If your pre-modern adventurer is so anemic that he can't even start a fire, climb up a tree or hunt down a bunny rabbit for dinner, he might as well just jump down the throat of the next owlbear he meets. So no, you don't have to roll, mighty warrior."
![]()
Player: "Even though it is windy, I try to start a fire for our camp."
DM: Sorry, you can't do that.
Player: What? My character was born and raised on these plains, I've lived outdoors all my life.
DM: That may be true, but starting a fire in conditions like this is very difficult. When I was in Army Super-Secret Special Forces, we had an 18 week training course in starting a fire in the wind, and half the group failed the final exam. Oh, and you also decided to play a "fighter" rather than my "plains fire starter class" that I have written up on the back of a napkin from our last lunch at Wendy's. Can't do it, I'm afraid, because it's that class' core ability.
Player: But you only made that up last week, and we've been playing this game for six months! And we have a no multiclass rule!
DM: Hey, who's wearing the Viking Hat here?
You might not believe that things like this happen, but I have seen this happen countless times in countless ways over the years.
A skill system isn't a one-size-fits-all fix for these sort of "mother may I" problems, but it's a start.
Out of all the GMs that I currently play with, I think I'd trust one of them to run a game with no real skill system, the rest would be a nightmare to play under, because instead of a nice rulebook that I can read at my leisure, I'd have to read the GM.
Just my $.02,
--Steve