Visceris said:Well my wizard/fighter (2/1) has ranks in 4 different Craft skills (Alchemy, Painting, Armorsmithing, Weaponsmith), 3 different Knowledge skills (Arcana, History, Local-Sharn), and ranks in Heal, Perform (Dance), Concentration, Decpher Script, Spellcraft, and Swim.
Visceris said:Well my wizard/fighter (2/1) has ranks in 4 different Craft skills (Alchemy, Painting, Armorsmithing, Weaponsmith), 3 different Knowledge skills (Arcana, History, Local-Sharn), and ranks in Heal, Perform (Dance), Concentration, Decpher Script, Spellcraft, and Swim.
GlassJaw said:And your character would be the exception. As Wulf stated, I would bet a large sum of money that the vast majority of characters ever created in the 3ed system follow those 5 rules.
Perform (dance) for a Ftr/Wiz?! Gimp!!![]()
I did read it. My point is that "multiple paths to success" is an illusion in almost all cases (at least in D&D). Sure, the paths might be laid out in better adventures, and certainly were when I did my damnedest to build them in myself, but you almost never have enough characters capable of following it.Psion said:Did you read the post you just quoted? I'll re-emphasize "multiple paths to success". Which means that there are a variety of skills that could be applied to a given situation to improve the odds/ease of success. It's not difficult to write adventures this way, and more skill based systems have done so for a long time.
BryonD said:That has been claimed. But that doesn't make it true.
It is a false scenario to suggest that one key skill is always (or even often) the only way to avoid fights.
IanArgent said:Most skill-based systems can safely assume that each PC has a few spare skill points. To pick some examples of PHB core classes that don't: Fighters, clerics, and Sorcerers. All 2 skill points per level, and all have a fairly restrictive class skill list.
You can design around your specific party, of course. But generic adventure writers can't do that. When you target an unknown party, you have to target the "iconic" party, who only has the one character capable of sneaking, bluffing, balancing, or swimming.
Canis said:I did read it. My point is that "multiple paths to success" is an illusion in almost all cases (at least in D&D). Sure, the paths might be laid out in better adventures,
As has been pointed out at least a half dozen times in this thread, D&D does not provide nearly as much versatility in skills for most characters as legitimately skills-based systems, which is the source of the problem.
No one EVER has enough points in the skills they need to get interesting things done, unless you've got a party full of rogues and bards who consulted with each other on what bases to cover....
Resorting to putting words in my mouth now, eh?Zimri said:I assure you it happens at my gaming table weekly Bryon. I am the subterfuge, sneaky skill monkey, well one of two, coupled with a psionicist that won't use mind affecting abilities, and a cleric in plate with a bow. The cleric can't sneak past anything and we can't exactly leave her behind, When our frontliner does show up she is less stealthy than a bull in a china shop but hey at least someone will get in close so the ninja and my ascetic rogue can get a flanking bonus.
So please tell me how to save my badwrongfun from clerics that can't climb or sneak. From a party of friends with no frontline fighter to provide essential services, and players and characters that are about as well received diplomatically as Paris Hilton at a mensa symposium. Shall I make them re-roll, or just take the ninja and myself out places and leave them behind to run the bar ?
Of course given the tone of the post I have quoted I am obviously spouting untruths.
Psion said:Well, I would hope that if the aim of 4e is to provide for better gaming, better adventure methodology would come with it.
Sure. And that is a point worth addressing. Characters need more and broader skills.