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<blockquote data-quote="IanArgent" data-source="post: 3749814" data-attributes="member: 21673"><p>Then you and I will have to agree to disagree. It was better than the predecessor, and OK for it's time, but the SWSE system is better. It's not the best; and individual DMs can probably get decent performance out of it, but for general use, it's not as good as it could be.</p><p></p><p>I am rather hoping we will get something better than the SWSE skill system; its answers to some of the game design questions are not the best, and even some of the answers I agree with aren't ones I'd choose. I'd like <em>some</em> variability between trained and untrained, and trained and focused. But not at the cost of keeping the current system. But mindlessly claiming the 3.x skill system is the best ever isn't going to get me to change my mind. I am trying to use examples from the mechanics of adventure design to show <em>why</em> the current system is broken for general-purpose use. Tell me why the current system works from the system and adventure-design point-of-view. I have already conceded it's better for micro-level character differentiation. Yippee, your character can be different from others in 5% (more or less) increments. Why is this a good thing from the macro-design POV, when it enormously complicates adventure and world design?</p></blockquote><p></p>
[QUOTE="IanArgent, post: 3749814, member: 21673"] Then you and I will have to agree to disagree. It was better than the predecessor, and OK for it's time, but the SWSE system is better. It's not the best; and individual DMs can probably get decent performance out of it, but for general use, it's not as good as it could be. I am rather hoping we will get something better than the SWSE skill system; its answers to some of the game design questions are not the best, and even some of the answers I agree with aren't ones I'd choose. I'd like [i]some[/i] variability between trained and untrained, and trained and focused. But not at the cost of keeping the current system. But mindlessly claiming the 3.x skill system is the best ever isn't going to get me to change my mind. I am trying to use examples from the mechanics of adventure design to show [i]why[/i] the current system is broken for general-purpose use. Tell me why the current system works from the system and adventure-design point-of-view. I have already conceded it's better for micro-level character differentiation. Yippee, your character can be different from others in 5% (more or less) increments. Why is this a good thing from the macro-design POV, when it enormously complicates adventure and world design? [/QUOTE]
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