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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="Ryujin" data-source="post: 5575874" data-attributes="member: 27897"><p>This was always a big problem of mine, also. I could get along with the big lists of skills, as it was the way of the game. What I couldn't take was when a new book came out, adding a bunch of skills that made previous assumptions as to how certain tasks would be done within the skill system, suddenly making my characters completely useless at things that had become signature to the character concept.</p><p></p><p>Sorry, you've got no idea what the flag on that ship is because you don't have the Heraldry skill, which has taken over that function from the History skill.</p><p></p><p>No, you can't swing from this building, to that. You don't have Acrobatics. Climbing skill no longer applies.</p><p></p><p>Story elements should be handled with story elements, whenever possible, rather than with mechanical elements. Limiting skills to a more broad range of 'macro' skills is a far better way to handle that. Modifying those skills to reflect a character being better or worse at something specific, than another character is, is the job of things like feats, but those become more limited in use by the presence of 'feat taxes' (see other thread <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />), so there are fewer of them available to serve that purpose.</p><p></p><p>People who think that skills like Intimidate don't figure into telling a joke, saying that they can't be intimidated into thinking that a comic is funny, fail to grasp what is needed in order to <strong><em>craft </em></strong>a good joke or story; making a believable one. Having an appropriate background makes it possible to do something like that, but having the appropriate skills makes you good at it. In game terms, of course.</p></blockquote><p></p>
[QUOTE="Ryujin, post: 5575874, member: 27897"] This was always a big problem of mine, also. I could get along with the big lists of skills, as it was the way of the game. What I couldn't take was when a new book came out, adding a bunch of skills that made previous assumptions as to how certain tasks would be done within the skill system, suddenly making my characters completely useless at things that had become signature to the character concept. Sorry, you've got no idea what the flag on that ship is because you don't have the Heraldry skill, which has taken over that function from the History skill. No, you can't swing from this building, to that. You don't have Acrobatics. Climbing skill no longer applies. Story elements should be handled with story elements, whenever possible, rather than with mechanical elements. Limiting skills to a more broad range of 'macro' skills is a far better way to handle that. Modifying those skills to reflect a character being better or worse at something specific, than another character is, is the job of things like feats, but those become more limited in use by the presence of 'feat taxes' (see other thread ;)), so there are fewer of them available to serve that purpose. People who think that skills like Intimidate don't figure into telling a joke, saying that they can't be intimidated into thinking that a comic is funny, fail to grasp what is needed in order to [B][I]craft [/I][/B]a good joke or story; making a believable one. Having an appropriate background makes it possible to do something like that, but having the appropriate skills makes you good at it. In game terms, of course. [/QUOTE]
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