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Skills Should Be Core
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<blockquote data-quote="Obryn" data-source="post: 6148473" data-attributes="member: 11821"><p>Reading about the 13A skill rules up above is funny, because I back-of-the-enveloped something similar while brainstorming on another site. But here's where I'm coming from...</p><p></p><p><strong>I don't like skills in D&D.</strong> D&D's strength is as a class/level system, and skills (and feats, for that matter) dilute this core. Adding skills to a class-based game is, to me, ignoring the class/level system's strengths. I am ... <em>okay</em> ... with a really simple trained/untrained dichotomy. I really like AD&D-style Secondary Skills. I really, <em>really</em> dislike skill micromanagement like in 3.x.</p><p></p><p>Now, with that said, I'm coming to recognize them as a necessary evil because I know it can be helpful to have an actual out-of-combat resolution system as opposed to simple DM fiat or "uhh, roll 5-6 on a d6 and it works." I just want it to be as simple as possible. So my proposal is to take two factors...</p><p></p><p>(1) Class, or even better, something like "class focus." So, for example, you break Fighters down into Knights, Tribal Warriors, Swashbucklers, etc. Break Wizards down into "independent scholar," "pact-binder," "apprentice," etc.</p><p>(2) Background, which is class-agnostic. Blacksmith, city watch, herbalist, etc.</p><p></p><p>When you're rolling something non-combat that is relevant to either factor, you get a bonus to the roll. Say, you get an applicable stat bonus, a level-based bonus so you actually improve, and Advantage if you're "trained." DCs need not be very high; 5/10/15 for most tasks should be adequate. And boom! A working non-combat resolution system.</p><p></p><p>-O</p></blockquote><p></p>
[QUOTE="Obryn, post: 6148473, member: 11821"] Reading about the 13A skill rules up above is funny, because I back-of-the-enveloped something similar while brainstorming on another site. But here's where I'm coming from... [B]I don't like skills in D&D.[/B] D&D's strength is as a class/level system, and skills (and feats, for that matter) dilute this core. Adding skills to a class-based game is, to me, ignoring the class/level system's strengths. I am ... [I]okay[/I] ... with a really simple trained/untrained dichotomy. I really like AD&D-style Secondary Skills. I really, [I]really[/I] dislike skill micromanagement like in 3.x. Now, with that said, I'm coming to recognize them as a necessary evil because I know it can be helpful to have an actual out-of-combat resolution system as opposed to simple DM fiat or "uhh, roll 5-6 on a d6 and it works." I just want it to be as simple as possible. So my proposal is to take two factors... (1) Class, or even better, something like "class focus." So, for example, you break Fighters down into Knights, Tribal Warriors, Swashbucklers, etc. Break Wizards down into "independent scholar," "pact-binder," "apprentice," etc. (2) Background, which is class-agnostic. Blacksmith, city watch, herbalist, etc. When you're rolling something non-combat that is relevant to either factor, you get a bonus to the roll. Say, you get an applicable stat bonus, a level-based bonus so you actually improve, and Advantage if you're "trained." DCs need not be very high; 5/10/15 for most tasks should be adequate. And boom! A working non-combat resolution system. -O [/QUOTE]
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