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Skills redux
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<blockquote data-quote="Einlanzer0" data-source="post: 7861395" data-attributes="member: 6788934"><p>I guess what I'm not following is that weapon proficiency already works exactly like skill/tool proficiency - it doesn't specifically need to be represented as a "skill" or a "tool". That was the whole point of creating a single "proficiency bonus". What you seem to be suggesting is making all weapons roll up to a single proficiency and have that be "armed combat." I don't really think I'm on board with that. </p><p></p><p>Theoretically, people can train themselves to be better spotters and listeners, but my assumption is that that would apply to anyone who is an adventurer, which is what the rules in general assume about all PCs. Any enhancement beyond that IMO is best represented by feats or class features.</p><p></p><p>Reducing bonuses is a goal, but I think it's much less of an issue when you're talking about a bonus that is both largely static and passive as Perception is in my system. The problem from previous editions emerges when you're trying to keep track of multiple situational modifiers that change frequently and are forced to do math constantly in real time.</p></blockquote><p></p>
[QUOTE="Einlanzer0, post: 7861395, member: 6788934"] I guess what I'm not following is that weapon proficiency already works exactly like skill/tool proficiency - it doesn't specifically need to be represented as a "skill" or a "tool". That was the whole point of creating a single "proficiency bonus". What you seem to be suggesting is making all weapons roll up to a single proficiency and have that be "armed combat." I don't really think I'm on board with that. Theoretically, people can train themselves to be better spotters and listeners, but my assumption is that that would apply to anyone who is an adventurer, which is what the rules in general assume about all PCs. Any enhancement beyond that IMO is best represented by feats or class features. Reducing bonuses is a goal, but I think it's much less of an issue when you're talking about a bonus that is both largely static and passive as Perception is in my system. The problem from previous editions emerges when you're trying to keep track of multiple situational modifiers that change frequently and are forced to do math constantly in real time. [/QUOTE]
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