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General Tabletop Discussion
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Skills +2 bonus or +5?
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<blockquote data-quote="BobTheNob" data-source="post: 5803287" data-attributes="member: 82425"><p>+5 or +2 huh?</p><p></p><p>My thoughts. We started 2e without NWPs, and it was all just roll the stat. It just came down to improvising backed with 6 numbers.</p><p></p><p>Then NWP's came in. Great, I can further define my character. Then 3e brought skills. Wow, I can really define with far greater granularity! Then 4e yada yada....</p><p></p><p>But somewhere along the way of this brilliant design I reaslised something. We had stopped improvising. Skills said "You can do this", and so thats what we did. Instead of players coming up with wacky solutions to problems, they started quoting skills, and if they didnt have the skill, to allow improvisation undermined the presence of a skill system.</p><p></p><p>You see the thing I dont like about a skill system in general is that even though they are meant to dictate what you can do, the inevitable result is they end up dictating what you cant, and that I dont like.</p><p></p><p>I would go for +2 because its the lesser of the two options. Its minor, but I want it to be minor. If you make it any more, you have to raise difficulties accordingly to prevent auto-success on every roll, which means if you dont have the skill, its practical auto fail, and we are back to the skill system auto-boxing player options.</p><p></p><p>The more you rely on a skill system, the more you undermine your ability for player improvisation, which to me is the entire reason for playing a table-top RPG</p></blockquote><p></p>
[QUOTE="BobTheNob, post: 5803287, member: 82425"] +5 or +2 huh? My thoughts. We started 2e without NWPs, and it was all just roll the stat. It just came down to improvising backed with 6 numbers. Then NWP's came in. Great, I can further define my character. Then 3e brought skills. Wow, I can really define with far greater granularity! Then 4e yada yada.... But somewhere along the way of this brilliant design I reaslised something. We had stopped improvising. Skills said "You can do this", and so thats what we did. Instead of players coming up with wacky solutions to problems, they started quoting skills, and if they didnt have the skill, to allow improvisation undermined the presence of a skill system. You see the thing I dont like about a skill system in general is that even though they are meant to dictate what you can do, the inevitable result is they end up dictating what you cant, and that I dont like. I would go for +2 because its the lesser of the two options. Its minor, but I want it to be minor. If you make it any more, you have to raise difficulties accordingly to prevent auto-success on every roll, which means if you dont have the skill, its practical auto fail, and we are back to the skill system auto-boxing player options. The more you rely on a skill system, the more you undermine your ability for player improvisation, which to me is the entire reason for playing a table-top RPG [/QUOTE]
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Skills +2 bonus or +5?
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