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Skills in 5E. Do we want them?
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<blockquote data-quote="TrippyHippy" data-source="post: 5779436" data-attributes="member: 27252"><p>Now there are some things introduced in 4E that I don't like (Roles + Powers mainly), but other aspects of the game that I am quite ambivilant about. Skills are one them. The thing is that the fully integrated Skill list was only really introduced in 3E, which at the time seemed like an epiphany had finally been reached in the game. Every other game around was a skill-based by that time, so why shouldn't D&D finally catch up? </p><p></p><p>However, Castles and Crusades changed my mind about it somewhat. The thing is, D&D <em>isn't</em> a skill-based game by tradition - it's a Class and Level based system and the only true Skills we saw for the Thief went up by level. Some people think this is unrealistic - but then they can freely choose to play RuneQuest if they prefer otherwise. Moreover, skill ranks and lists themselves are, in truth, just as much of an abstraction as 'Class and Level' are. It's just a different way of doing things. </p><p></p><p>Now if you manage to base a system on the Six core Abilities with a bonus determined by Class and Level (in a manner similar to Castles and Crusades SIEGE Engine, or 4E's 1/2 Level bonus), it does make the game a little bit simpler. Moreover, if you remove Skills and Feats from the core rules - and rely strictly upon Class Ability options presented within the Class description itself - it does cut out two rather massive chapters of the book and reduce the complexity (and page count) quite substantially. </p><p></p><p>Controversial? Maybe, but here's a poll and thread to say what you think!</p></blockquote><p></p>
[QUOTE="TrippyHippy, post: 5779436, member: 27252"] Now there are some things introduced in 4E that I don't like (Roles + Powers mainly), but other aspects of the game that I am quite ambivilant about. Skills are one them. The thing is that the fully integrated Skill list was only really introduced in 3E, which at the time seemed like an epiphany had finally been reached in the game. Every other game around was a skill-based by that time, so why shouldn't D&D finally catch up? However, Castles and Crusades changed my mind about it somewhat. The thing is, D&D [I]isn't[/I] a skill-based game by tradition - it's a Class and Level based system and the only true Skills we saw for the Thief went up by level. Some people think this is unrealistic - but then they can freely choose to play RuneQuest if they prefer otherwise. Moreover, skill ranks and lists themselves are, in truth, just as much of an abstraction as 'Class and Level' are. It's just a different way of doing things. Now if you manage to base a system on the Six core Abilities with a bonus determined by Class and Level (in a manner similar to Castles and Crusades SIEGE Engine, or 4E's 1/2 Level bonus), it does make the game a little bit simpler. Moreover, if you remove Skills and Feats from the core rules - and rely strictly upon Class Ability options presented within the Class description itself - it does cut out two rather massive chapters of the book and reduce the complexity (and page count) quite substantially. Controversial? Maybe, but here's a poll and thread to say what you think! [/QUOTE]
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