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Skills Redux
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<blockquote data-quote="CapnZapp" data-source="post: 7106911" data-attributes="member: 12731"><p>Okay, so with one full campaign under my belt, here's what doesn't work well with 5e skills:</p><p>- it's too easy to take the best skills. No matter what class, race and concept all my characters easily took the skills they wanted</p><p>- dilution of skill monkey niche. Sure its fun a fighter can pick locks, but the reason classes must be rigid is to make the party want a rogue and feel the pain when one isn't there</p><p>- investigation is utterly unused</p><p>- the mess that is skill and tool proficiency is a mess</p><p>- the idea that you could use the same skill with different abilities is a good one, but completely undercooked</p><p></p><p>My playing style means there are some commonly taken actions in the game. The skills must match those actions. I don't want perception to be that all-powerful that isn't apparent from just reading the PHB but what practical play makes it into. Modules use Perception for EVERYTHING.</p><p></p><p>Also, finding out more by talking to people and visiting bars is a common action. There needs to be a skill for that. </p><p></p><p>Also, we often want to find out whether the characters know a particular strength or weakness about a monster (the PLAYERS are D&D veterans and often know much more than the characters). 4E monster knowledge checks was perfect for this.</p><p></p><p>Therefore, I give you... Skills Redux:</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7106911, member: 12731"] Okay, so with one full campaign under my belt, here's what doesn't work well with 5e skills: - it's too easy to take the best skills. No matter what class, race and concept all my characters easily took the skills they wanted - dilution of skill monkey niche. Sure its fun a fighter can pick locks, but the reason classes must be rigid is to make the party want a rogue and feel the pain when one isn't there - investigation is utterly unused - the mess that is skill and tool proficiency is a mess - the idea that you could use the same skill with different abilities is a good one, but completely undercooked My playing style means there are some commonly taken actions in the game. The skills must match those actions. I don't want perception to be that all-powerful that isn't apparent from just reading the PHB but what practical play makes it into. Modules use Perception for EVERYTHING. Also, finding out more by talking to people and visiting bars is a common action. There needs to be a skill for that. Also, we often want to find out whether the characters know a particular strength or weakness about a monster (the PLAYERS are D&D veterans and often know much more than the characters). 4E monster knowledge checks was perfect for this. Therefore, I give you... Skills Redux: [/QUOTE]
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