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General Tabletop Discussion
*Dungeons & Dragons
Should martial characters be mundane or supernatural?
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<blockquote data-quote="Voadam" data-source="post: 9169025" data-attributes="member: 2209"><p>D&D, like in a lot of other topics, has gone back and forth on skills.</p><p></p><p>In original Oe there were no skills, fighters and magic users and clerics just said they were doing stuff and it was mostly ad hoc adjudicated. "We creep up quietly." and such.</p><p></p><p>Then came Supplement I with Greyhawk and the unfortunate thief design. Now there was class specific skill abilities. And they were fairly terrible.</p><p></p><p>Then in 1e there was an optional secondary skills chart which was completely independent of class so anybody could have come from a sailor background and have relevant narrative competencies.</p><p></p><p>Then Non Weapon proficiencies in 1e. They varied by class in how many you got and when, but not really in what you could get.</p><p></p><p>Then in 2e there were both optional systems again, but nonweapon stuff really took off and was divided into general and the four broad class based category ones for how many proficiency slots things took up, so there were class specializations again.</p><p></p><p>Then 3e had hard skill points and int and class skill differences in skills with a strong specialization along class lines focus for efficacy. There were options but class preferences were strong factors.</p><p></p><p>Then 4e went a bit broader and with non PH backgrounds and alternatively with a single feat (or class based multiclass feat options) allowed a little bit of opening up of skills generally again.</p><p></p><p>5e added a lot of customizability with 2 non class skills for everybody from the core PH in backgrounds. This combined with bound accuracy made it much easier for everybody to reasonably engage in the skill system in a couple of different ways and to succeed.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9169025, member: 2209"] D&D, like in a lot of other topics, has gone back and forth on skills. In original Oe there were no skills, fighters and magic users and clerics just said they were doing stuff and it was mostly ad hoc adjudicated. "We creep up quietly." and such. Then came Supplement I with Greyhawk and the unfortunate thief design. Now there was class specific skill abilities. And they were fairly terrible. Then in 1e there was an optional secondary skills chart which was completely independent of class so anybody could have come from a sailor background and have relevant narrative competencies. Then Non Weapon proficiencies in 1e. They varied by class in how many you got and when, but not really in what you could get. Then in 2e there were both optional systems again, but nonweapon stuff really took off and was divided into general and the four broad class based category ones for how many proficiency slots things took up, so there were class specializations again. Then 3e had hard skill points and int and class skill differences in skills with a strong specialization along class lines focus for efficacy. There were options but class preferences were strong factors. Then 4e went a bit broader and with non PH backgrounds and alternatively with a single feat (or class based multiclass feat options) allowed a little bit of opening up of skills generally again. 5e added a lot of customizability with 2 non class skills for everybody from the core PH in backgrounds. This combined with bound accuracy made it much easier for everybody to reasonably engage in the skill system in a couple of different ways and to succeed. [/QUOTE]
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General Tabletop Discussion
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Should martial characters be mundane or supernatural?
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