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Skills in 5E. Do we want them?
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<blockquote data-quote="Mengu" data-source="post: 5810935" data-attributes="member: 65726"><p>I think skills are very important. They tell me what my character does when he is not fighting, which for our regular play style is a lot more than combat. So I appreciate a solid skill system. Let's assume I'm a monk. I want to be able to differentiate between several monks I might play. I could be a monk librarian, faithful of Oghma. I could be a disobedient orphan monk who spent more time on the streets than in the temple. I could be a disciplined imperial monk trained to watch over and teach the emperor's kids. In combat, these monks may be identical. But I would like to be able to build my monk with skills that reflect what kind of background he has. And I don't particularly care for a "canned" skill set I may or may not like. I'm looking for granular customization.</p><p></p><p>When I'm in the DM chair, I want to be able to impact scenarios based on the skill set of a group. An entire group who coordinated to have stealth and ranged attacks should be able to us this to their advantage. A couple con artist characters should be able to bluff their way out of a few jams. A bookworm conspiracy theorist should be able to decipher coded enemy messages. I inject this stuff into my games, based on how the characters have chosen their skill sets.</p><p></p><p>I would definitely like to see a set of skills. I don't mind 3.5/pathfinder, or 4.0. I can manipulate either one to my liking. I do not like being told, here is your background/theme, and this is what you can do.</p><p></p><p>I would also like lesser impact of stat on a skill, and greater impact of training. Otherwise, it is very easy to get into situations where the wizard without training is better than the cleric at religion, and the warlock has better coincidental endurance than the trained paladin. Skill system should not be something to min-max to be meaningful, it should be meaningful without system mastery. Currently in 4e, a rogue trained in Dungeoneering, or a Runepriest trained in Thievery are pretty futile attempts at skill mastery, particularly at high levels where stats easily surpass the +5 provided by skill training, and with a low, non-increasing stat, in order to keep up with skill DC's you need a ridiculous amount of investment.</p><p></p><p>I don't think there is a perfect (or even great) skill system out there for D&D in any version. As such I'd be up for something new and fresh, though sadly, D&DN seems more about old and grungy than new and fresh.</p></blockquote><p></p>
[QUOTE="Mengu, post: 5810935, member: 65726"] I think skills are very important. They tell me what my character does when he is not fighting, which for our regular play style is a lot more than combat. So I appreciate a solid skill system. Let's assume I'm a monk. I want to be able to differentiate between several monks I might play. I could be a monk librarian, faithful of Oghma. I could be a disobedient orphan monk who spent more time on the streets than in the temple. I could be a disciplined imperial monk trained to watch over and teach the emperor's kids. In combat, these monks may be identical. But I would like to be able to build my monk with skills that reflect what kind of background he has. And I don't particularly care for a "canned" skill set I may or may not like. I'm looking for granular customization. When I'm in the DM chair, I want to be able to impact scenarios based on the skill set of a group. An entire group who coordinated to have stealth and ranged attacks should be able to us this to their advantage. A couple con artist characters should be able to bluff their way out of a few jams. A bookworm conspiracy theorist should be able to decipher coded enemy messages. I inject this stuff into my games, based on how the characters have chosen their skill sets. I would definitely like to see a set of skills. I don't mind 3.5/pathfinder, or 4.0. I can manipulate either one to my liking. I do not like being told, here is your background/theme, and this is what you can do. I would also like lesser impact of stat on a skill, and greater impact of training. Otherwise, it is very easy to get into situations where the wizard without training is better than the cleric at religion, and the warlock has better coincidental endurance than the trained paladin. Skill system should not be something to min-max to be meaningful, it should be meaningful without system mastery. Currently in 4e, a rogue trained in Dungeoneering, or a Runepriest trained in Thievery are pretty futile attempts at skill mastery, particularly at high levels where stats easily surpass the +5 provided by skill training, and with a low, non-increasing stat, in order to keep up with skill DC's you need a ridiculous amount of investment. I don't think there is a perfect (or even great) skill system out there for D&D in any version. As such I'd be up for something new and fresh, though sadly, D&DN seems more about old and grungy than new and fresh. [/QUOTE]
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