Skills - Playtest Packet 2

Melkor

Explorer
Hi folks,

Maybe I missed it in my packet 2 read-through, but are there any restrictions on skills, or can any character attempt to use any skill as the system is currently written?

Thanks
 

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I don't mind a set skill list, though I'd like to be able to build my own. I don't like how the math is described. It was far better to simply say, add the skill bonus to your ability roll when performing an action that uses this skill. It lets you use the skill with mulitiple ability scores and is conceptually far simpler. The way it reads now is obtuse.
 

I think the new way of wording the ability mod + skill bonus must have something to do with that +7 cap. It's not clear whether this applies as a +7 cap to how much you can increase the original +3 for having the skill, or the combined skill and ability mod.

However, combining them and then specifying the cap would seem to indicate that the +7 applies to the total. If so, that's a rather interesting slant, as it means that the +1 skill adjustments is primarily for skills where your ability mod isn't all that great, as it will readily get capped in other cases.

Of course, given how few and far between such skill adjustments seem to be, that might not be much of a restriction. Yet, it does mean that a character that reaches even an 18 in an ability mod is advised to leave the base skill alone, once achieved.
 

I don't understand what the skill system is supposed to be doing.

Is it only for PCs and NPCs who are in conflict with PCs? That seems to make sense, since any average human/demi-human can accomplish a task that only "especially talented individuals need even try their hand at" as long as they take twenty times as long. However they don't come out and say that anywhere.

Contests and Saving Throws still overlap.

I don't see why they have a list of DCs if they tell you to ignore them and go with your gut.

I think it's funny that they don't want description for combat.

I think they need to explain why you would want to ignore the dice and why you wouldn't, instead of the vague "use your style" advice.

*

It all seems muddled. Maybe that's the point - they want the rules to be unclear, so that everyone runs the game differently because they have to fill in the blanks. D&D Lacuna.
 

I think the new way of wording the ability mod + skill bonus must have something to do with that +7 cap. It's not clear whether this applies as a +7 cap to how much you can increase the original +3 for having the skill, or the combined skill and ability mod.

However, combining them and then specifying the cap would seem to indicate that the +7 applies to the total. If so, that's a rather interesting slant, as it means that the +1 skill adjustments is primarily for skills where your ability mod isn't all that great, as it will readily get capped in other cases.

Of course, given how few and far between such skill adjustments seem to be, that might not be much of a restriction. Yet, it does mean that a character that reaches even an 18 in an ability mod is advised to leave the base skill alone, once achieved.

You might be right. If so, it sounds like the intent is that the maximum bonus you can get to an ability check is +7 without magic.

But that isn't exactly what it says. The +7 limit is described in the part about improving a skill. Already, if you have a 20 in your attribute, a skill will give you a +8 modifier.

I suppose, the real question is, is the maximum d20 + 7, or d20 + ability mod + 7?
 


The backgrounds and skill list do not appear to be well balanced and to concentrate weirdly upon lore skills. So there is no Athletics for climb, ride and swim but there are 10 different types of lore?

I can't believe these lore skills e.g Heraldric lore will be as used in general play as: Bluff Spot or Stealth and so that makes some backgrounds very sub-optimal.

There is also not that much design space between Survival and Nature Lore or Local Lore and Streetwise and Backgrounds that have one should mostly have both?

The lesser rogue skills are also split up and could easily be lumped together in a thievery skill as in 4th edition.
 

I support the re-introduction of Lore/Knowledge skills and they're going bananas for them in the latest playtest. "What does my character know about this?" comes up regularly at the table, and needs strong support in the game system IMO, not least because they contribute strongly to character differentiation.

I'll sing 4E's praises 'til the cows come home, but over time I've come to disagree with what happened to the skill list.
 

Of everything in this playtest the Skills system seems to be the weakest.

They should just have a skills system that is completely modular, and if people don't want to use it, then they don't have to.

I also would prefer them not linked to Abilities but treat them more as a focus of learned Talents where if you are Trained you just get a +3 modifier to rolls using that talent and based on the situation, combine or not with Ability scores.

Another idea is they could change the Ability Score Modifier so it wasn't so 3.x/4e like...
Instead go Ability Score 12 to 14 +1, 15 to 17 +2, 18 and 19 +3, 20 +4.

But that won't happen.
 

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