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The Best Thing from 4E
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<blockquote data-quote="AbdulAlhazred" data-source="post: 6564405" data-attributes="member: 82106"><p>Yeah, this to me is a very salient feature of 4e. If you think about the skill system for instance it is much less about what you know how to do, and much more about what you want to accomplish. You don't have a 'perform' skill that you use to convince the king to send you on the quest, you have a diplomacy skill instead, which you might employ by means of a performance. The skill relates to the character's modus, not his particular knowledge. A diplomatic PC convinces people of things and enlists them in his cause. An intimidating one cows them, a deceptive one fools them, etc. The exact means are pretty undefined. This leaves the actual narrative construction of the character largely up to the player in 4e. He picks skills that match his modus and creates a consistent explanation of his means out of narrative elements ("oh, I learned to play the lute as a child growing up in my uncle's castle. I will play the girl a song!") vs the 3.x simulationist version of that where you had to buy points in lute instead of pick locks.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6564405, member: 82106"] Yeah, this to me is a very salient feature of 4e. If you think about the skill system for instance it is much less about what you know how to do, and much more about what you want to accomplish. You don't have a 'perform' skill that you use to convince the king to send you on the quest, you have a diplomacy skill instead, which you might employ by means of a performance. The skill relates to the character's modus, not his particular knowledge. A diplomatic PC convinces people of things and enlists them in his cause. An intimidating one cows them, a deceptive one fools them, etc. The exact means are pretty undefined. This leaves the actual narrative construction of the character largely up to the player in 4e. He picks skills that match his modus and creates a consistent explanation of his means out of narrative elements ("oh, I learned to play the lute as a child growing up in my uncle's castle. I will play the girl a song!") vs the 3.x simulationist version of that where you had to buy points in lute instead of pick locks. [/QUOTE]
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