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*Dungeons & Dragons
The skill system is one dimensional.
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<blockquote data-quote="azabaro" data-source="post: 9097716" data-attributes="member: 14006"><p>5E might not have a lot of skills, but even so coming up with a handful of sub-skills for each seems like quite a bit of work, especially since some aren't likely to be amenable to adding simple modifiers to existing actions (e.g. what does a 3rd or 4th stage Religion sub skill look like?). After that, you also get to spread advancements around between classes...I don't know, it all just seems too complex, at least for my taste.</p><p></p><p>If I wanted to handle skill upgrades, I'd probably be lazy and let characters emulate spell effects with advanced skills. I'm not sure I'd even want these to be static selections - I don't want to tie Conan down to having an advanced climbing effect from his Athletics, I'd rather let him do some ad-hoc Athletic thing every so often, determining in the moment if it's more of a jumping-type effect or if it's Water Breathing so he can swim like Beowulf or what have you. Assuming I had to systematize this...well, off the cuff I might try to use a point system: every level a character gains that doesn't provide any spellcasting ability gives them 1 Extraordinary Deed* point. A character can spend Extraordinary Deed points to emulate a spell effect which is thematically appropriate to a skill they're using; max spell level emulated is character's proficiency bonus -1, cost is spell's level in Extraordinary Deed points, and Extraordinary Deed points refresh after a long rest. </p><p></p><p>I admit this is all pretty half-baked, but I tend to prefer that - there's enough going on in 5E that I'm always concerned about players hitting their complexity ceiling and losing interest. I'm hesitant to add more subsystems of any real length, especially ones that affect relatively straightforward classes like non-casters.</p><p></p><p>* The word Feat would be useful here if it weren't already attached to something else...</p></blockquote><p></p>
[QUOTE="azabaro, post: 9097716, member: 14006"] 5E might not have a lot of skills, but even so coming up with a handful of sub-skills for each seems like quite a bit of work, especially since some aren't likely to be amenable to adding simple modifiers to existing actions (e.g. what does a 3rd or 4th stage Religion sub skill look like?). After that, you also get to spread advancements around between classes...I don't know, it all just seems too complex, at least for my taste. If I wanted to handle skill upgrades, I'd probably be lazy and let characters emulate spell effects with advanced skills. I'm not sure I'd even want these to be static selections - I don't want to tie Conan down to having an advanced climbing effect from his Athletics, I'd rather let him do some ad-hoc Athletic thing every so often, determining in the moment if it's more of a jumping-type effect or if it's Water Breathing so he can swim like Beowulf or what have you. Assuming I had to systematize this...well, off the cuff I might try to use a point system: every level a character gains that doesn't provide any spellcasting ability gives them 1 Extraordinary Deed* point. A character can spend Extraordinary Deed points to emulate a spell effect which is thematically appropriate to a skill they're using; max spell level emulated is character's proficiency bonus -1, cost is spell's level in Extraordinary Deed points, and Extraordinary Deed points refresh after a long rest. I admit this is all pretty half-baked, but I tend to prefer that - there's enough going on in 5E that I'm always concerned about players hitting their complexity ceiling and losing interest. I'm hesitant to add more subsystems of any real length, especially ones that affect relatively straightforward classes like non-casters. * The word Feat would be useful here if it weren't already attached to something else... [/QUOTE]
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