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*Dungeons & Dragons
Skills Should Be Core
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<blockquote data-quote="Texicles" data-source="post: 6148699" data-attributes="member: 6694608"><p>Maybe I'm stupid. </p><p></p><p>I read the first 4+ pages of this thread under the impression that you wanted a skill system thrust upon all players and those who preferred a simpler system like ability checks would just have to deal. I can't help but think I'm not alone in having read it that way. </p><p></p><p>When these kinds of discussions happen, there's a real nebulous lexicon problem. "Basic," "Standard," Advanced," "core," "optional," "modular," et. al. get used in a sort of venn diagram of denotation, and it makes it really difficult for everyone to be on the same sheet of music. There's plenty of overlap, but none of these terms is strictly synonymous with any other. I'm almost as excited about this game going retail for having official nomenclature as I am to actually get and play with new books/rules.</p><p></p><p>Now on topic, I don't mind if the <em>optional</em> skill rules are included in the <em>basic</em> game, as long as they're optional. Truthfully though, I think that they're probably best suited to the <em>standard</em> ruleset. <em>Basic</em> is, in my understanding, supposed to be the version of DDN that you grab and go with, minimizing systemic options without infringing on gameplay ones. As such, <em>basic</em> should probably exclude systems like skills and feats, as the developers have stated that the game is intended to be playable without them.</p><p></p><p>However, as has been discussed in previous threads, it will be very important for the <em>basic</em> game to actually contain the kernels of the rules upon which the more complex versions of the game are built. That is to say, playing <em>basic</em> and then <em>standard</em> or <em>advanced</em> should feel like you're still playing the same game, just with added rules/complexity. Otherwise, you're just going to have a bogus, introductory incarnation of the game, skipped by many and insufficiently preparing those who use it prior to playing the "real" game.</p><p></p><p>None of this really speaks to the term "core" though. Some use <em>core</em> to mean <em>basic</em> because of the aforementioned importance of <em>basic</em> being the foundation upon which other rulesets are built. Others use <em>core</em> to mean <em>standard</em> because they believe that will be the default play style. Still others use <em>core</em> to mean stuff that's not <em>optional</em>, while others use it to describe whatever is included in the first book(s) of the edition. Since I don't really know what <em>core </em><strong>is</strong>, I won't even bother speculating what should and shouldn't be included therein.</p><p></p><p>As for the fear of adventure modules being a) too simple, or b) filled with useless stuff, it strikes me as all hat and no cattle. There's no reason that an adventure module can't just include "Strength DC: X, Climb DC: Y" or some such. We're not talking about half a book full of content here. Sure, interfacing an adventure module with a castle-building module would take up a little more space, but thats unlikely to be as common as with/without skills/feats/etc.</p></blockquote><p></p>
[QUOTE="Texicles, post: 6148699, member: 6694608"] Maybe I'm stupid. I read the first 4+ pages of this thread under the impression that you wanted a skill system thrust upon all players and those who preferred a simpler system like ability checks would just have to deal. I can't help but think I'm not alone in having read it that way. When these kinds of discussions happen, there's a real nebulous lexicon problem. "Basic," "Standard," Advanced," "core," "optional," "modular," et. al. get used in a sort of venn diagram of denotation, and it makes it really difficult for everyone to be on the same sheet of music. There's plenty of overlap, but none of these terms is strictly synonymous with any other. I'm almost as excited about this game going retail for having official nomenclature as I am to actually get and play with new books/rules. Now on topic, I don't mind if the [I]optional[/I] skill rules are included in the [I]basic[/I] game, as long as they're optional. Truthfully though, I think that they're probably best suited to the [I]standard[/I] ruleset. [I]Basic[/I] is, in my understanding, supposed to be the version of DDN that you grab and go with, minimizing systemic options without infringing on gameplay ones. As such, [I]basic[/I] should probably exclude systems like skills and feats, as the developers have stated that the game is intended to be playable without them. However, as has been discussed in previous threads, it will be very important for the [I]basic[/I] game to actually contain the kernels of the rules upon which the more complex versions of the game are built. That is to say, playing [I]basic[/I] and then [I]standard[/I] or [I]advanced[/I] should feel like you're still playing the same game, just with added rules/complexity. Otherwise, you're just going to have a bogus, introductory incarnation of the game, skipped by many and insufficiently preparing those who use it prior to playing the "real" game. None of this really speaks to the term "core" though. Some use [I]core[/I] to mean [I]basic[/I] because of the aforementioned importance of [I]basic[/I] being the foundation upon which other rulesets are built. Others use [I]core[/I] to mean [I]standard[/I] because they believe that will be the default play style. Still others use [I]core[/I] to mean stuff that's not [I]optional[/I], while others use it to describe whatever is included in the first book(s) of the edition. Since I don't really know what [I]core [/I][B]is[/B], I won't even bother speculating what should and shouldn't be included therein. As for the fear of adventure modules being a) too simple, or b) filled with useless stuff, it strikes me as all hat and no cattle. There's no reason that an adventure module can't just include "Strength DC: X, Climb DC: Y" or some such. We're not talking about half a book full of content here. Sure, interfacing an adventure module with a castle-building module would take up a little more space, but thats unlikely to be as common as with/without skills/feats/etc. [/QUOTE]
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