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*TTRPGs General
Skills As "Weapons"
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<blockquote data-quote="Janx" data-source="post: 5643791" data-attributes="member: 8835"><p>the problem I'm talking about has more to do with the age old problem of trying to let people use parts from various classes.</p><p></p><p>The stereo type has every PC taking magic skills, fighting skills, and thief skills because the PC is always better than somebody who focussed (and effectively overspent on redundant skills).</p><p></p><p>This is partly why the Class system persists. it forcibly silos a PC into "a strong fighter", a "sneaky thief" or a "casty wizard". </p><p></p><p>Without any siloing (and poor skill design), I'll spend my 8 skills at max ranks by buying longsword, spellcasting, and the rest in thief skills.</p><p></p><p>Because a fighter who buys multiple weapon skills is wasting points when he only uses one weapon most of the time.</p><p></p><p>It's a solveable problem as a designer, but anytime somebody thinks to take D&D into the realm of Skills based, it needs to be remembered.</p><p></p><p>This trends into the "game balance" debate that all classes must be equal. barring specialized or novelty classes, the all the core classes/stereotypes should be viable and balanced across each other. If the game design is so poor that every player always plays the same thing, because the other classes are poorly designed, that reveals a flaw.</p></blockquote><p></p>
[QUOTE="Janx, post: 5643791, member: 8835"] the problem I'm talking about has more to do with the age old problem of trying to let people use parts from various classes. The stereo type has every PC taking magic skills, fighting skills, and thief skills because the PC is always better than somebody who focussed (and effectively overspent on redundant skills). This is partly why the Class system persists. it forcibly silos a PC into "a strong fighter", a "sneaky thief" or a "casty wizard". Without any siloing (and poor skill design), I'll spend my 8 skills at max ranks by buying longsword, spellcasting, and the rest in thief skills. Because a fighter who buys multiple weapon skills is wasting points when he only uses one weapon most of the time. It's a solveable problem as a designer, but anytime somebody thinks to take D&D into the realm of Skills based, it needs to be remembered. This trends into the "game balance" debate that all classes must be equal. barring specialized or novelty classes, the all the core classes/stereotypes should be viable and balanced across each other. If the game design is so poor that every player always plays the same thing, because the other classes are poorly designed, that reveals a flaw. [/QUOTE]
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