That's specifically not what I'm doing though. What I want is a subsystem that actually gives abilities to the PCs so that you know better what it is your character is actually good at. These tiny numerical differences are much less interesting.I will disagree with the premise. Reason being... skills should not be a "mechanics mini-game" within an RPG.
D&D Combat is a "mini-game". You can strip the entire system out of the RPG and play it on its own-- and we know this because WotC has actually created board games that specifically do this. They remove the roleplaying from games like Wrath of Ashardalon and Legend of Drizzt to just have the combat mini-game.
That thing with yes/no answers is exactly my point. Right now skills don't even do that. I mean I'll just construct a simple right here to demonstrate:But ability checks and skills that not that. And they shouldn't be that. What they are is giving us 'Yes' / 'No' answers to the questions regarding our narrative experiences within the roleplaying. We don't play "skills" to play skills-- we use skills as a randomizers to describing our actions within the story. We tell the DM what it is we want our characters to do in the story... and the ability check (with or without skills added) is there purely for the DM to help them decide how successful the action was. That's it. Because whatever the result, the DM will then narratively describe what happens.
That's specifically not what I'm doing though. What I want is a subsystem that actually gives abilities to the PCs so that you know better what it is your character is actually good at. These tiny numerical differences are much less interesting.
That thing with yes/no answers is exactly my point. Right now skills don't even do that. I mean I'll just construct a simple right here to demonstrate:
Consider a barbarian with an athletics skill. Consider the fundamental question: does this allow him to force open a locked gate? The answer isn't yes or no. The answer is maybe. Because the existence of the skill answers not the question whether or not you can, but whether or not you can attempt it. It takes bounded accuracy breaking shenanigans for a skill to actually answer your question accurately. At some point you might be so good that you don't even need to roll.
Now consider a wizard with dimension door in the same scenario. A fundamental question here is: can I teleport behind this locked gate? Now what does the spell do? It answers that exact yes or no question. It just says yes. No question about it. The GM can of course screw the player over by having an anti-magic field, but otherwise the spell works without question.
I want to get rid of the tiny modifier naughty word thinking around skills and add a more robust system that gives you some things that you can do, something that actually improves as you level. Less fiddly bits and pointless numbers. Less GM fiat. More real power.
Try out Dungeon Crawl Classics or any other system that requires you to make a spell check to know if the spell was cast successfully. The issue you seem to have is that magic just always works if you have spells slots.That's specifically not what I'm doing though. What I want is a subsystem that actually gives abilities to the PCs so that you know better what it is your character is actually good at. These tiny numerical differences are much less interesting.
That thing with yes/no answers is exactly my point. Right now skills don't even do that. I mean I'll just construct a simple right here to demonstrate:
Consider a barbarian with an athletics skill. Consider the fundamental question: does this allow him to force open a locked gate? The answer isn't yes or no. The answer is maybe. Because the existence of the skill answers not the question whether or not you can, but whether or not you can attempt it. It takes bounded accuracy breaking shenanigans for a skill to actually answer your question accurately. At some point you might be so good that you don't even need to roll.
Now consider a wizard with dimension door in the same scenario. A fundamental question here is: can I teleport behind this locked gate? Now what does the spell do? It answers that exact yes or no question. It just says yes. No question about it. The GM can of course screw the player over by having an anti-magic field, but otherwise the spell works without question.
I want to get rid of the tiny modifier naughty word thinking around skills and add a more robust system that gives you some things that you can do, something that actually improves as you level. Less fiddly bits and pointless numbers. Less GM fiat. More real power.
That's specifically not what I'm doing though. What I want is a subsystem that actually gives abilities to the PCs so that you know better what it is your character is actually good at. These tiny numerical differences are much less interesting.
That thing with yes/no answers is exactly my point. Right now skills don't even do that. I mean I'll just construct a simple right here to demonstrate:
Consider a barbarian with an athletics skill. Consider the fundamental question: does this allow him to force open a locked gate? The answer isn't yes or no. The answer is maybe. Because the existence of the skill answers not the question whether or not you can, but whether or not you can attempt it. It takes bounded accuracy breaking shenanigans for a skill to actually answer your question accurately. At some point you might be so good that you don't even need to roll.
Now consider a wizard with dimension door in the same scenario. A fundamental question here is: can I teleport behind this locked gate? Now what does the spell do? It answers that exact yes or no question. It just says yes. No question about it. The GM can of course screw the player over by having an anti-magic field, but otherwise the spell works without question.
I want to get rid of the tiny modifier naughty word thinking around skills and add a more robust system that gives you some things that you can do, something that actually improves as you level. Less fiddly bits and pointless numbers. Less GM fiat. More real power.
I understand conceptually what it is you are trying to accomplish with your system. And yes, for some tables it might be useful. Specifically tables where players do not know DMs and how they will act and react to player requests. So if a game had the add-ons you propose, it would be fine. But I just don't think it is necessary.I want to get rid of the tiny modifier naughty word thinking around skills and add a more robust system that gives you some things that you can do, something that actually improves as you level. Less fiddly bits and pointless numbers. Less GM fiat. More real power.
I can't switch to DCC because I'm not the game master.Try out Dungeon Crawl Classics or any other system that requires you to make a spell check to know if the spell was cast successfully. The issue you seem to have is that magic just always works if you have spells slots.
If you want skills to do the same, what’s the point of even playing if you know you will always be successful?
Pathfinder has explored this. Pathfinder Unchained introduced skill unlocks, which lets you do new things with skills as you gain proficiency ranks. Pathfinder 2e goes a different direction with skill feats. Do they do what you propose? Well, that’s the problem.In my opinion the current system is excessively granular while at the same time considering improvements only along one dimension. It's focused on maximising this one single number that represents how likely you are to succeed if you use that skill. It's uninteresting. Isn't it more interesting to think about skills as something that changes how you can interact with the world? It's not interesting to know that you have a 50% chance of picking this one lock, but it's interesting to know that you have a 50% chance of picking that lock without any tools at hand, just using your hands and nothing else.
The problem with taking 10 is the DM sets the obstacle. Even if the DC is specified by the system (e.g., the DC is based on material), DMs can pick what they need (such as a harder material) to prevent take 10 from working.It's less viable in the modern bounded accuracy age, but the easiest solution was just making Take 10/Take 20 easier and more player facing. Then you know you can hit specific skill DCs and whatever abilities are assigned to those DCs become consistently available.