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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The "We Can't Roleplay" in 4E Argument
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<blockquote data-quote="Crazy Jerome" data-source="post: 5573172" data-attributes="member: 54877"><p>From a game design perspective, I think my position on this is a little different than most 4E fans. I invoke the Yoda principle: There is no try. Only do or do not. </p><p> </p><p>I'm ok with 3E having craft skills. Or not having them. I am not ok with 3E having crappy craft skills, because they "tried" and it didn't add much to the game. Same way with 4E. I'm ok with them not having them. The reason doesn't matter. Could be they actively don't want them. Could be they don't have a good idea for how to do them. Could be a preliminary "try" wasn't working out and they ran out of time. But if someone has a "doable" idea for <strong>fully</strong> integrated 4E craft skills (or perform, et. al.), then I'm all for it.</p><p> </p><p>They didn't ask me in 4E, and probably won't ask me in 5E. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> But the way I'd do it is to completely remove all combat and direct conflict advantages out of the feat system entirely. Feats would be things like "linguist" and then "musician" - pick an instrument in which you are proficient. That is, every mechanical effect that is not already outside the skill system entirely (e.g. linguist) is highly conditional. If you are proficient with the fiddle, you can challenge the devil, using the normal skill challenge rules and whatever diplomacy, insight, etc. the group can bring to bear. If you aren't, maybe you'd better pick a different contest. (This would also have the secondary but not inconsiderable benefit of taking feats almost out of the character balance realm entirely, and thus making "feat taxes" and other such issues mechanically unlikely.)</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5573172, member: 54877"] From a game design perspective, I think my position on this is a little different than most 4E fans. I invoke the Yoda principle: There is no try. Only do or do not. I'm ok with 3E having craft skills. Or not having them. I am not ok with 3E having crappy craft skills, because they "tried" and it didn't add much to the game. Same way with 4E. I'm ok with them not having them. The reason doesn't matter. Could be they actively don't want them. Could be they don't have a good idea for how to do them. Could be a preliminary "try" wasn't working out and they ran out of time. But if someone has a "doable" idea for [B]fully[/B] integrated 4E craft skills (or perform, et. al.), then I'm all for it. They didn't ask me in 4E, and probably won't ask me in 5E. :) But the way I'd do it is to completely remove all combat and direct conflict advantages out of the feat system entirely. Feats would be things like "linguist" and then "musician" - pick an instrument in which you are proficient. That is, every mechanical effect that is not already outside the skill system entirely (e.g. linguist) is highly conditional. If you are proficient with the fiddle, you can challenge the devil, using the normal skill challenge rules and whatever diplomacy, insight, etc. the group can bring to bear. If you aren't, maybe you'd better pick a different contest. (This would also have the secondary but not inconsiderable benefit of taking feats almost out of the character balance realm entirely, and thus making "feat taxes" and other such issues mechanically unlikely.) [/QUOTE]
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