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POLL: Would you play D&D without a Skill System?
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<blockquote data-quote="Jackelope King" data-source="post: 3854425" data-attributes="member: 31454"><p>If it doesn't have a skill system, it needs one. And if it needs one, odds are I wouldn't be able to stop ad just adding a skill system.</p><p></p><p>Skills need to be board enough to cover a wide variety of uses, but with granularity built into them so that a character who wants to focus in on a very specific use can do so and be supported by the rules. The system should also make it so that you don't have the silly situation where a 20th level fighter can climb a tree. It should allow you to specialize in areas you want without punishing you for "forgetting" a skill which your background says you really should have (like the fighter who was a guard for a nobleman who doesn't know anything about diplomacy or nobility and royalty).</p><p></p><p>(My own solution to this is to parse skills down to a little over a dozen, and then allow characters to use their ranks in one skill to substitute for another at half-ranks. So a Ranger with 10 ranks in Survival (woodlands) who doesn't have any ranks in Stealth suddenly needs to hide in the woods, rather than being told "sucks that you don't have any ranks", he can use 5 ranks of Survival (Woodlands) to make the check to Hide. For me, this finds a happy middle between everyone being "a master at some things and a bumbling idiot at everything else" and the "GM-May-I because it makes sense" negotiation game. Higher-level heroes are still more competent in general without being as arbitrary as Saga Edition, since it's based on the skills they already have, but they're not automatically better than a focused hero of lower level just by virtue of being higher-level. Everyone can be competent, but the masters can really shine.)</p></blockquote><p></p>
[QUOTE="Jackelope King, post: 3854425, member: 31454"] If it doesn't have a skill system, it needs one. And if it needs one, odds are I wouldn't be able to stop ad just adding a skill system. Skills need to be board enough to cover a wide variety of uses, but with granularity built into them so that a character who wants to focus in on a very specific use can do so and be supported by the rules. The system should also make it so that you don't have the silly situation where a 20th level fighter can climb a tree. It should allow you to specialize in areas you want without punishing you for "forgetting" a skill which your background says you really should have (like the fighter who was a guard for a nobleman who doesn't know anything about diplomacy or nobility and royalty). (My own solution to this is to parse skills down to a little over a dozen, and then allow characters to use their ranks in one skill to substitute for another at half-ranks. So a Ranger with 10 ranks in Survival (woodlands) who doesn't have any ranks in Stealth suddenly needs to hide in the woods, rather than being told "sucks that you don't have any ranks", he can use 5 ranks of Survival (Woodlands) to make the check to Hide. For me, this finds a happy middle between everyone being "a master at some things and a bumbling idiot at everything else" and the "GM-May-I because it makes sense" negotiation game. Higher-level heroes are still more competent in general without being as arbitrary as Saga Edition, since it's based on the skills they already have, but they're not automatically better than a focused hero of lower level just by virtue of being higher-level. Everyone can be competent, but the masters can really shine.) [/QUOTE]
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POLL: Would you play D&D without a Skill System?
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