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General Tabletop Discussion
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Some thoughts on skills.
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<blockquote data-quote="tetrasodium" data-source="post: 8906857" data-attributes="member: 93670"><p>Backgrounds are going away in oned&d <a href="https://youtu.be/r89J0-vsq_g?t=408" target="_blank"><strong>with good reason</strong></a>. Otherwise I agree with pretty much this entire list. Especially 3 4 5 & 7. I don't mind tool proficiencies as a concept like 3.x craft magic X type feats but masquerading as generic skills is just a mess because there's literally no cost or opportunity cost to having half the table being able to say "well I'm proficient in smith tools can I try to make...." but almost no plausible benefit in normal play to choosing the vast majority of tools. </p><p></p><p>Everything else combines into creating room for players to carve out their PC's niche as something other than "generic adventurer" isekai self insert do everything best type thing. I <em>want</em> my players to be specialized in their niche so I can build plot drama & story around their niche, I can't do that around five players who say "oh I want to try that too <em>dice clatter</em>" </p><p></p><p> A penalty for untrained creates room for jack of all trades (ie bard) & tangential skill acquisition without shoulder checking other PCs out of what should be their own spotlight niche. A wizard or similar might have a very solid claim on arcana & other knowledge skills as a skill (<a href="https://www.enworld.org/threads/intelligence-is-your-lie-detecting-stat-is-it-still-a-dump-stat.693612/post-8850280" target="_blank">as they once did</a>) while a rogue or certain fighters with their own areas of solid claim might be able to justify having <em>some</em> skill at arcana as well. Having a penalty on untrained means that said fighter & rogue can justify enough knowledge of arcana to be dangerous & maybe know a thing or two in a pinch without expecting to know as much as the PC who literally embodies that knowledge in every pore of it's fluff & lore. Shifting more weight to the skill itself expands that split & raises the floor for specialists.</p><p></p><p>Bounded accuracy needs to die in a game where skills & levels advance with the character</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8906857, member: 93670"] Backgrounds are going away in oned&d [URL='https://youtu.be/r89J0-vsq_g?t=408'][B]with good reason[/B][/URL]. Otherwise I agree with pretty much this entire list. Especially 3 4 5 & 7. I don't mind tool proficiencies as a concept like 3.x craft magic X type feats but masquerading as generic skills is just a mess because there's literally no cost or opportunity cost to having half the table being able to say "well I'm proficient in smith tools can I try to make...." but almost no plausible benefit in normal play to choosing the vast majority of tools. Everything else combines into creating room for players to carve out their PC's niche as something other than "generic adventurer" isekai self insert do everything best type thing. I [I]want[/I] my players to be specialized in their niche so I can build plot drama & story around their niche, I can't do that around five players who say "oh I want to try that too [I]dice clatter[/I]" A penalty for untrained creates room for jack of all trades (ie bard) & tangential skill acquisition without shoulder checking other PCs out of what should be their own spotlight niche. A wizard or similar might have a very solid claim on arcana & other knowledge skills as a skill ([URL='https://www.enworld.org/threads/intelligence-is-your-lie-detecting-stat-is-it-still-a-dump-stat.693612/post-8850280']as they once did[/URL]) while a rogue or certain fighters with their own areas of solid claim might be able to justify having [I]some[/I] skill at arcana as well. Having a penalty on untrained means that said fighter & rogue can justify enough knowledge of arcana to be dangerous & maybe know a thing or two in a pinch without expecting to know as much as the PC who literally embodies that knowledge in every pore of it's fluff & lore. Shifting more weight to the skill itself expands that split & raises the floor for specialists. Bounded accuracy needs to die in a game where skills & levels advance with the character [/QUOTE]
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Some thoughts on skills.
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