Frostmarrow
First Post
I've always enjoyed reading skill lists. I like to see skills on my character sheets since they both show what you can do and at the same time convey a feel for what kind of world we are dealing with. Recently, over the past few years, skill lists seems to become more and more thought through and scientific. Skills are for instance combined and given better and more suited names. However, this trend is a dead-end, in my opinion, as a lot of the feel I enjoy so much is lost. It has now gotten to the point that I'm willing to drop skills all together.
I like to propose stuff, items, equipment instead of skills. We already have ability scores and I can see three advantages in using stuff in place of skills:
1) Equipment convey what can be found and expected of the world. Equipment set the technology level quite clearly.
2) Equipment can be found, lost, and bought. We need macguffins and rewards. The DM also need a way to rob the players of certain capabilities (in order to set the stage for the scenario).
3) Equipment tells tales. A piece of equipment can carry a message or bring verzimulinaturde to the game in a way skills seldom do.
—But we already have equipment, why can't we have skills too?
1) Skills focus on the wrong things. Skills make characters self-sufficient which is not great in a game that should be about cooperation.
2) Skills are self-explanatory. You don't always have to describe how you apply your skills. This is not great since the game is supposed to be about interaction and exposition.
3) Skills include patented solutions and exclude improvisation. This is not perfect since the game should encourage imagination and creative thinking.
Yeah, that's how I feel.
I like to propose stuff, items, equipment instead of skills. We already have ability scores and I can see three advantages in using stuff in place of skills:
1) Equipment convey what can be found and expected of the world. Equipment set the technology level quite clearly.
2) Equipment can be found, lost, and bought. We need macguffins and rewards. The DM also need a way to rob the players of certain capabilities (in order to set the stage for the scenario).
3) Equipment tells tales. A piece of equipment can carry a message or bring verzimulinaturde to the game in a way skills seldom do.
—But we already have equipment, why can't we have skills too?
1) Skills focus on the wrong things. Skills make characters self-sufficient which is not great in a game that should be about cooperation.
2) Skills are self-explanatory. You don't always have to describe how you apply your skills. This is not great since the game is supposed to be about interaction and exposition.
3) Skills include patented solutions and exclude improvisation. This is not perfect since the game should encourage imagination and creative thinking.
Yeah, that's how I feel.
