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General Tabletop Discussion
*Dungeons & Dragons
The skill system is one dimensional.
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<blockquote data-quote="Pedantic" data-source="post: 9099968" data-attributes="member: 6690965"><p>I'm not entirely sure I'm being addressed directly here, but I think I've been quite clear over our acquaintance about precisely how and why I dislike skill challenges, and why I think they're baleful influence on the general design zeitgeist. In the briefest statement, if the rules for all tasks that can be reasonably predicted to come up at some point are actually printed, then I think skill challenges are largely a solution in search of a problem. Without invoking the other thread on the topic, I believe that scaling and/or generic difficulties in nearly all forms are one of the primary threats to player agency, and the more common their use becomes the worse the problem.</p><p></p><p>I'm not sure I understand what you're proposing here. I do generally support relative transparency between the fiction and mechanics in a broad sense, i.e. a Thief-Acrobat should be good at climbing and jumping and tumbling, and when trying to do those things should expect to be able to call on effective mechanics to achieve them.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 9099968, member: 6690965"] I'm not entirely sure I'm being addressed directly here, but I think I've been quite clear over our acquaintance about precisely how and why I dislike skill challenges, and why I think they're baleful influence on the general design zeitgeist. In the briefest statement, if the rules for all tasks that can be reasonably predicted to come up at some point are actually printed, then I think skill challenges are largely a solution in search of a problem. Without invoking the other thread on the topic, I believe that scaling and/or generic difficulties in nearly all forms are one of the primary threats to player agency, and the more common their use becomes the worse the problem. I'm not sure I understand what you're proposing here. I do generally support relative transparency between the fiction and mechanics in a broad sense, i.e. a Thief-Acrobat should be good at climbing and jumping and tumbling, and when trying to do those things should expect to be able to call on effective mechanics to achieve them. [/QUOTE]
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The skill system is one dimensional.
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