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Skills in 5E. Do we want them?
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<blockquote data-quote="Li Shenron" data-source="post: 5779617" data-attributes="member: 1465"><p>A skill system allows more freedom in character creation, whereas class abilities generally means more iconic characters unless multiclassing is allowed.</p><p></p><p>Unfortunately I think the 3ed skill system went only half way, because with the max ranks and the double cost, it took a lot of courage for a player to invest in cross-class skills. It was like "you can do it, but it's not going to be good for you".</p><p></p><p>I am quite undecided on whether I want... I always liked using skills and feats to customize characters, much more than multiclassing, but I still want classes to strongly define characters without totally shoehorning them.</p><p></p><p>Other problems with 3ed skills were that some of them were too weak to be useful (but this could have been easily fixed: just add more uses), that some of them were more relevant when someone in the party <em>didn't</em> have them (e.g. move silently) and that a lot of people pretended every character of certain classes (most notably Rogues) to have all their typical skills maxed and then some. One of the most common house rules in 3ed groups had to do with giving everyone more skills points than normal, or grouping skills so that they were cheaper.</p><p></p><p><u>I think skills need to be in 5e</u>, but that the following considerations will be taken by the designers:</p><p></p><p>- that if a gaming group doesn't want to bother with spending sp or selecting skills, it will take no time to just "slap" default skills onto a character (alternatively, you could just have PC do abilities check, but this requires every PC to follow the same rule)</p><p></p><p>- that the list of skills is not too short... compared to 6 abilities, it's best to have a list of at least 30 skills to support enough variations</p><p></p><p>- if some skills are really "must have" then make them "already have", e.g. if every Rogue should really be maximally good at searching traps, then make it automatically maxed to every Rogue without spending sp</p><p></p><p>I am however in favour of a revision on the concept of skill points... it was fine for me, but it's clearly more fine-tunable than is worth.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 5779617, member: 1465"] A skill system allows more freedom in character creation, whereas class abilities generally means more iconic characters unless multiclassing is allowed. Unfortunately I think the 3ed skill system went only half way, because with the max ranks and the double cost, it took a lot of courage for a player to invest in cross-class skills. It was like "you can do it, but it's not going to be good for you". I am quite undecided on whether I want... I always liked using skills and feats to customize characters, much more than multiclassing, but I still want classes to strongly define characters without totally shoehorning them. Other problems with 3ed skills were that some of them were too weak to be useful (but this could have been easily fixed: just add more uses), that some of them were more relevant when someone in the party [I]didn't[/I] have them (e.g. move silently) and that a lot of people pretended every character of certain classes (most notably Rogues) to have all their typical skills maxed and then some. One of the most common house rules in 3ed groups had to do with giving everyone more skills points than normal, or grouping skills so that they were cheaper. [U]I think skills need to be in 5e[/U], but that the following considerations will be taken by the designers: - that if a gaming group doesn't want to bother with spending sp or selecting skills, it will take no time to just "slap" default skills onto a character (alternatively, you could just have PC do abilities check, but this requires every PC to follow the same rule) - that the list of skills is not too short... compared to 6 abilities, it's best to have a list of at least 30 skills to support enough variations - if some skills are really "must have" then make them "already have", e.g. if every Rogue should really be maximally good at searching traps, then make it automatically maxed to every Rogue without spending sp I am however in favour of a revision on the concept of skill points... it was fine for me, but it's clearly more fine-tunable than is worth. [/QUOTE]
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