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General Tabletop Discussion
*Dungeons & Dragons
The skill system is one dimensional.
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<blockquote data-quote="Scott Christian" data-source="post: 9098112" data-attributes="member: 6901101"><p>All those things you mentioned are what the DM considers when building the DC. Trying to intimidate the NPC without anyone noticing? Fine, the DC moves to the next step above. Trying to change your disguise in a hurry? Okay, the DC moves a step up. Attempting to pick a lock with no tools? Roll at disadvantage. </p><p></p><p>The truth is, there are way too many scenarios to cover a skill because a skill covers such a broad category of circumstances. There will be a million points of contention once you codify something like a skill. </p><p></p><p>And for the record, spells aren't really as codified as people believe. I mean, people can't even agree on whether a fireball can catch things on fire. Therefore, it's left up to the DM to decide. They do the same thing when deciding a DC: think about the materials in the area, think about the environment (rain, dampness, moisture, etc.), and consider the proximity of anything flammable. And for a narrative game to move forward, these decisions are done quickly. And most of the time the table agrees.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 9098112, member: 6901101"] All those things you mentioned are what the DM considers when building the DC. Trying to intimidate the NPC without anyone noticing? Fine, the DC moves to the next step above. Trying to change your disguise in a hurry? Okay, the DC moves a step up. Attempting to pick a lock with no tools? Roll at disadvantage. The truth is, there are way too many scenarios to cover a skill because a skill covers such a broad category of circumstances. There will be a million points of contention once you codify something like a skill. And for the record, spells aren't really as codified as people believe. I mean, people can't even agree on whether a fireball can catch things on fire. Therefore, it's left up to the DM to decide. They do the same thing when deciding a DC: think about the materials in the area, think about the environment (rain, dampness, moisture, etc.), and consider the proximity of anything flammable. And for a narrative game to move forward, these decisions are done quickly. And most of the time the table agrees. [/QUOTE]
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The skill system is one dimensional.
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