Amazing. Since I've never seen that skill used I even forgot it existed.I can, in full honesty, state that I've used Forgery far more then Climb.
I have trouble to even think of things anyone might want to forge in a typical D&D game.
Amazing. Since I've never seen that skill used I even forgot it existed.I can, in full honesty, state that I've used Forgery far more then Climb.
Mudstrum_Ridcully said:I think there are different degrees of failure.
Thasmodius said:A game system does not "fail" because it doesn't cover things that you, or your group, personally feel belong higher in a hierarchy of needs.
GlaziusF said:I can't stress this enough, yes it is.
Also, I notice you've targeted this one narrow case and not complained about, say, skeletons being bloodied. Why is that?
I did, in fact, run lots of Oriental Adventures. Impromptu poetry contests in front of the daimyo and all. Running a game like that did encourage me to find outlets for using "non-adventuring" skills.
I had Oriental Adventures in mind when I selected this two skills, too.
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In Oriental Adventures, it might be different. There might actually be a need for a "contest" or you need to achieve a certain degree of quality to be considered "worthy" enough to get in contact with a particular person, or to gain a position.
I've been thinking about Earthdawn in this context, too. And I've come to the same conclusion: It's really sufficient to note that you have the skill. In several years of playing Earthdawn I cannot think of anyone actually training the skill.Earthdawn had an interesting "cultural" aspect in it - horrors and horror-related creatures were unable to do artistic stuff. To test if someone could be trusted enough to let him into a settlement, people had to show a piece of artwork they created. This might point out you need a craft like skill dealing with this.
But do you really? Or do you just need a note on your character sheet, listening: Arts (Calligraphy) or Arts (Carving)? Do you really need to roll a check? By the background idea, the only thing you care about is whether people actually have the ability to be "artsy" - they don't have to prove grand mastership in it.
Amazing. Since I've never seen that skill used I even forgot it existed.
I have trouble to even think of things anyone might want to forge in a typical D&D game.
You have never scaled the smooth marble walls of the Temple of Set to steal the Emerald Eye of the Serpent God?I can, in full honesty, state that I've used Forgery far more then Climb. Moments in game that happen in cities are far more often then moments in game that happen next to large cliffs with not a single pathway going up and no other method of reaching the top.
It doesn't matter how hard you stress it, it doesn't make it true.
Kamikaze Midget said:The wrought iron fence of tigers is a barrier between mechanics and story. Period. Full stop. Nothing else matters. It is this barrier. That is all it is, and that is everything it is. That is what I am referring to. The barrier. That's all. Nothing else. It is the barrier.
Wrought Iron Fence Made Of Tigers = When Story and Mechanics don't affect each other in a particularly noticeable way.
Everything else is superfluous, because these are all caused by that barrier being in place in the first place. That barrier, the tiger-fence, the divide between story and mechanics is, for me, a bad thing.
The barrier sucks for me, the barrier causes many problems, one of the problems the barrier may cause is that DM Fiat craft or profession systems aren't very satisfying for games where crafting or professions are important.
"the barrier" = wrought iron fence made of tigers. It's a useful term.
Kamikaze Midget said:That's probably a valid dissonance, too, it's just a less blatant.