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<blockquote data-quote="Sadrik" data-source="post: 6092218" data-attributes="member: 14506"><p>Two issues that are valid in any skill system. </p><p></p><p></p><p></p><p>Group rolls and trained only skills.</p><p></p><p>Group rolls need to be a standard rule and not some sort of poorly thought addition. They need to be right up front and easy to do. I'd like to see something where a group of 8 orcs can make a single roll to spot the sneaky halfling. There are a few issues at work here. As construed currently, there would be a lot of contested rolls, hide/spot and move silently/listen. This is very unwieldy and would be nice for both sides to make one roll and resolve the action. The other and most dramatic problem is the contested roll system. Opposed d20s are very swingy (I wont go into detail here but see my arguments in this <a href="http://www.enworld.org/forum/showthread.php?332091-Things-through-all-the-playtests-I-have-not-liked" target="_blank">thread</a>). Then the heart of it is how do you fairly resolve many rolls all under one roll fairly, taking into account many factors (ability, skill, circumstance etc.). What happens when multiple people gang up on any roll? There should be a bonus. But how much? Group rolls should be ingrained in the system completely. Some possibilities:</p><p></p><ul> <li data-xf-list-type="ul">Highest skilled person rolls with advantage</li> <li data-xf-list-type="ul">Lowest skilled person rolls with advantage</li> <li data-xf-list-type="ul">Highest skilled person rolls, each other person rolls vs a DC then if successful adds +2</li> <li data-xf-list-type="ul">Highest skilled person rolls, each other person adds +1, to a maximum number of people based on the task</li> <li data-xf-list-type="ul">Like flanking in some way... which is in essence a group roll...</li> </ul><p></p><p>Trained only skills are tough. Not everyone is a surgeon. Certain skills people should have almost no ability to roll in. The rules can be tricky though because if you were a surgeon, you would know a lot of ancillary things about medicine. So imho, to model a system like this there should usually be a root untrained skill and then add the surgeon on top. So for instance, first aid, might be the root skill and then surgery an adder. The surgeon adder would unlock new uses of the first aid skill. In this way, the specializations to skills could come in from a module for those who wanted to use them.</p><p></p><p>There is one other type of rolling of checks that should be written right into the core: multiple skill rolls to complete a task. Some of these are obvious. Make multiple checks to climb a large cliff (distance divided by climb move rate). But what about a very complex lock, you might need multiple successes. What about banging a door down you might need 3 successes to knock it down (either from multiple people or stacking them round after round by bashing into it). Lifting a heavy slab might require 2 successes (2 or more people making a STR roll each round).</p><p></p><p>Multiple successes could be a way to handle group rolls too, in theory. Everybody rolls their check if you get a certain number of successes in the group then you are successful... Hmm have to think about how that would work...</p></blockquote><p></p>
[QUOTE="Sadrik, post: 6092218, member: 14506"] Two issues that are valid in any skill system. Group rolls and trained only skills. Group rolls need to be a standard rule and not some sort of poorly thought addition. They need to be right up front and easy to do. I'd like to see something where a group of 8 orcs can make a single roll to spot the sneaky halfling. There are a few issues at work here. As construed currently, there would be a lot of contested rolls, hide/spot and move silently/listen. This is very unwieldy and would be nice for both sides to make one roll and resolve the action. The other and most dramatic problem is the contested roll system. Opposed d20s are very swingy (I wont go into detail here but see my arguments in this [URL="http://www.enworld.org/forum/showthread.php?332091-Things-through-all-the-playtests-I-have-not-liked"]thread[/URL]). Then the heart of it is how do you fairly resolve many rolls all under one roll fairly, taking into account many factors (ability, skill, circumstance etc.). What happens when multiple people gang up on any roll? There should be a bonus. But how much? Group rolls should be ingrained in the system completely. Some possibilities: [LIST] [*]Highest skilled person rolls with advantage [*]Lowest skilled person rolls with advantage [*]Highest skilled person rolls, each other person rolls vs a DC then if successful adds +2 [*]Highest skilled person rolls, each other person adds +1, to a maximum number of people based on the task [*]Like flanking in some way... which is in essence a group roll... [/LIST] Trained only skills are tough. Not everyone is a surgeon. Certain skills people should have almost no ability to roll in. The rules can be tricky though because if you were a surgeon, you would know a lot of ancillary things about medicine. So imho, to model a system like this there should usually be a root untrained skill and then add the surgeon on top. So for instance, first aid, might be the root skill and then surgery an adder. The surgeon adder would unlock new uses of the first aid skill. In this way, the specializations to skills could come in from a module for those who wanted to use them. There is one other type of rolling of checks that should be written right into the core: multiple skill rolls to complete a task. Some of these are obvious. Make multiple checks to climb a large cliff (distance divided by climb move rate). But what about a very complex lock, you might need multiple successes. What about banging a door down you might need 3 successes to knock it down (either from multiple people or stacking them round after round by bashing into it). Lifting a heavy slab might require 2 successes (2 or more people making a STR roll each round). Multiple successes could be a way to handle group rolls too, in theory. Everybody rolls their check if you get a certain number of successes in the group then you are successful... Hmm have to think about how that would work... [/QUOTE]
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