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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="Aenghus" data-source="post: 5575445" data-attributes="member: 2656"><p>Me, I got tired of massive skill lists in the days of Rolemaster, and had this dislike confirmed with GURPS. </p><p></p><p>The problems with massive skill lists are manyfold, including sometimes making specific concepts impossible, and the tendency to constantly have new skills added, moving the goalposts and making PCs less and less competent with time.</p><p></p><p>I prefer 4e's stance on skills. It does require being willing to adjudicate what skill or skills apply to a particular task at the time, but this should be anticipated and prepared for in advance for anything particularly important. Ah hoc rulings for unanticipated skill use have always been with us in every system.</p><p></p><p>4e skills are very broad and inclusive rather than proscriptive. </p><p></p><p>IMO having the specific skill for a very particular problem and rolling it isn't roleplaying, it's using mechanics and distincly the "game" part of RPG. The roleplaying comes in the depiction and elaboration of that skill use by the player, but this should be attempted in practically every system, not just D&D.</p><p></p><p>I also think it is impossible to come up with a skill system that will satisfy everyone out of the box. IMO most players will accept referee rulings, but a few players have very strong opinions and preconceptions that would need special treatment to support. I expect to compromise with my players over treatment of skills to suit their tastes when they really care about the treatment of particular areas, more than the core system does (or agree to disagree). </p><p></p><p>Also there is an inherent subjective element here, where different people instintively think the world works in different ways, and want the rules to reflect their own preferences. These preferences can be out of whack or totally contradictory, so compromises are again needed if the players are to coexist in the same game.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 5575445, member: 2656"] Me, I got tired of massive skill lists in the days of Rolemaster, and had this dislike confirmed with GURPS. The problems with massive skill lists are manyfold, including sometimes making specific concepts impossible, and the tendency to constantly have new skills added, moving the goalposts and making PCs less and less competent with time. I prefer 4e's stance on skills. It does require being willing to adjudicate what skill or skills apply to a particular task at the time, but this should be anticipated and prepared for in advance for anything particularly important. Ah hoc rulings for unanticipated skill use have always been with us in every system. 4e skills are very broad and inclusive rather than proscriptive. IMO having the specific skill for a very particular problem and rolling it isn't roleplaying, it's using mechanics and distincly the "game" part of RPG. The roleplaying comes in the depiction and elaboration of that skill use by the player, but this should be attempted in practically every system, not just D&D. I also think it is impossible to come up with a skill system that will satisfy everyone out of the box. IMO most players will accept referee rulings, but a few players have very strong opinions and preconceptions that would need special treatment to support. I expect to compromise with my players over treatment of skills to suit their tastes when they really care about the treatment of particular areas, more than the core system does (or agree to disagree). Also there is an inherent subjective element here, where different people instintively think the world works in different ways, and want the rules to reflect their own preferences. These preferences can be out of whack or totally contradictory, so compromises are again needed if the players are to coexist in the same game. [/QUOTE]
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The "We Can't Roleplay" in 4E Argument
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