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Seminar Transcript - Reimagining Skills and Ability Scores
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<blockquote data-quote="TrickyUK" data-source="post: 5801308" data-attributes="member: 13504"><p>Agree that dumping is not new, but I never noticed such an impact until 4e, where I saw so many characters that were focused on 1 or 2 scores only (dependant upon class/powers) and very rarely skills. This led to situations where a player would simply say, 'My character can't do that." with the reasoning that he need a character that could be effective in its role and use its powers.</p><p></p><p>Making no score special may have some potential, with balance, as it was mentioned that the class would supplement those abilities that were required: a fighter gets a bonus to Str therefore, hopefully, avoid debilitated characters.</p><p></p><p>I am running PF and the skills seem to work, but I spend most of the time (as GM) winging the outcomes of skill use. I think it has to do with the how the results of skill uses are handled. Most adventures pivot on combat encounters and skills fill in the space between. Making skills and their use have more effect on the game would be a step in the right direction for me. I will admit that I do try and make skill use more critical (a failed roll can result in something similar to a failed saving throw, as far as story progression goes) but the rules don't seem to lend themselves inherently to this type of application.</p><p></p><p>If skills and saving throws are going to tied to ability scores as hinted in the seminar then this is OK for me.</p></blockquote><p></p>
[QUOTE="TrickyUK, post: 5801308, member: 13504"] Agree that dumping is not new, but I never noticed such an impact until 4e, where I saw so many characters that were focused on 1 or 2 scores only (dependant upon class/powers) and very rarely skills. This led to situations where a player would simply say, 'My character can't do that." with the reasoning that he need a character that could be effective in its role and use its powers. Making no score special may have some potential, with balance, as it was mentioned that the class would supplement those abilities that were required: a fighter gets a bonus to Str therefore, hopefully, avoid debilitated characters. I am running PF and the skills seem to work, but I spend most of the time (as GM) winging the outcomes of skill use. I think it has to do with the how the results of skill uses are handled. Most adventures pivot on combat encounters and skills fill in the space between. Making skills and their use have more effect on the game would be a step in the right direction for me. I will admit that I do try and make skill use more critical (a failed roll can result in something similar to a failed saving throw, as far as story progression goes) but the rules don't seem to lend themselves inherently to this type of application. If skills and saving throws are going to tied to ability scores as hinted in the seminar then this is OK for me. [/QUOTE]
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Seminar Transcript - Reimagining Skills and Ability Scores
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