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The skill system is one dimensional.
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<blockquote data-quote="Pedantic" data-source="post: 9098411" data-attributes="member: 6690965"><p>See, this is the bit that I think is the mistake. A "challenge" should never be a thing that hinges on a single die roll. The reward for that character building choice should be precisely what you're saying here, a world stripped of ambushes and stealth. Ideally the game system should require a certain trade-off for this, presumably that player will not have spent resources elsewhere. I realize there's all kinds of specific case issues (Perception generally allows one individual to succeed for the whole group, Stealth generally allows one individual to fail for the whole group, etc.), but putting those into the general bucket of design problems to be solved, I don't see a problem here.</p><p></p><p>I don't know that this follows. I mean, I had a PC in an A5E game who had a passive perception of 25 and a similarly high investigation score through assorted character building choices. The PCs were criminal investigators, so I would often describe a scene, describe some details to the other players, and then tell this PC everything that could be found at the site. He then got to play up a deeply perceptive Sherlock Holmes type, pointing out details and working with the party to turn all those pieces into a narrative of what happened.</p><p></p><p>I don't think not rolling a check to check each body in detail was a huge loss for him.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 9098411, member: 6690965"] See, this is the bit that I think is the mistake. A "challenge" should never be a thing that hinges on a single die roll. The reward for that character building choice should be precisely what you're saying here, a world stripped of ambushes and stealth. Ideally the game system should require a certain trade-off for this, presumably that player will not have spent resources elsewhere. I realize there's all kinds of specific case issues (Perception generally allows one individual to succeed for the whole group, Stealth generally allows one individual to fail for the whole group, etc.), but putting those into the general bucket of design problems to be solved, I don't see a problem here. I don't know that this follows. I mean, I had a PC in an A5E game who had a passive perception of 25 and a similarly high investigation score through assorted character building choices. The PCs were criminal investigators, so I would often describe a scene, describe some details to the other players, and then tell this PC everything that could be found at the site. He then got to play up a deeply perceptive Sherlock Holmes type, pointing out details and working with the party to turn all those pieces into a narrative of what happened. I don't think not rolling a check to check each body in detail was a huge loss for him. [/QUOTE]
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