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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="Mallus" data-source="post: 5580260" data-attributes="member: 3887"><p>This is what I was interested in hearing; if people who thought 4e skills were too broad also had problems with what I find to be similar systems. Do the broadness of these skills have an impact on your ability or desire to role-play (using any definition of RP you like)? </p><p></p><p></p><p>Thanks for the correction. Makes more sense that way. </p><p></p><p></p><p>Yeah, it's a +2 for narrowing a skill's focus. But nowhere do I see encouragement to radically increase the number of skills in the game, be it through a profusion of specialized knowledge skills, or otherwise. SW is a game with a relatively compact skill list where most skills are broadly useful. You're encouraged to customize, but under that established framework. </p><p></p><p></p><p>Out of curiosity, in which books? Aside from the core, I have Slipstream, the Fantasy Companion, the Super Power Companion, and Deadlands: Reloaded. Each of them add Edges, and other rules tweaks, but they do not add new skills to the game. I thought that was interesting decision, and took it to be an important part of the system's overall design. </p><p></p><p></p><p>Right, but reskinning/redefining a skill is different. It's cost-neutral in terms of the build economy. It's not at all like adding more skills to the overall list (which makes each build point worth a little <em>less</em>). </p><p></p><p></p><p>Are you saying 4e characters can't suck at certain skills because of the 1/2 level bonus? Remember, target numbers aren't static in 4e, and 4e PC's are meant to face challenges in a level-appropriate range. For example, we paused our 4e campaign at 14th level. At 14th level, the standard DC's are 15/21/29. </p><p></p><p>My charismatic paladin made his important Diplomacy checks at +26 (using an Encounter power).</p><p></p><p>His friend, the warden (with a CHA of 8) made all her Diplomacy checks at +8 (which is lower than the +9 my paladin had at 1st level).</p><p></p><p>He can't fail easy and moderate checks, and makes hard checks %80 of the time. She can fail each level, and can't make hard checks <em>at all</em>. Doesn't she suck at diplomacy compared to him? </p><p></p><p>What's the difference I'm missing?</p></blockquote><p></p>
[QUOTE="Mallus, post: 5580260, member: 3887"] This is what I was interested in hearing; if people who thought 4e skills were too broad also had problems with what I find to be similar systems. Do the broadness of these skills have an impact on your ability or desire to role-play (using any definition of RP you like)? Thanks for the correction. Makes more sense that way. Yeah, it's a +2 for narrowing a skill's focus. But nowhere do I see encouragement to radically increase the number of skills in the game, be it through a profusion of specialized knowledge skills, or otherwise. SW is a game with a relatively compact skill list where most skills are broadly useful. You're encouraged to customize, but under that established framework. Out of curiosity, in which books? Aside from the core, I have Slipstream, the Fantasy Companion, the Super Power Companion, and Deadlands: Reloaded. Each of them add Edges, and other rules tweaks, but they do not add new skills to the game. I thought that was interesting decision, and took it to be an important part of the system's overall design. Right, but reskinning/redefining a skill is different. It's cost-neutral in terms of the build economy. It's not at all like adding more skills to the overall list (which makes each build point worth a little [i]less[/i]). Are you saying 4e characters can't suck at certain skills because of the 1/2 level bonus? Remember, target numbers aren't static in 4e, and 4e PC's are meant to face challenges in a level-appropriate range. For example, we paused our 4e campaign at 14th level. At 14th level, the standard DC's are 15/21/29. My charismatic paladin made his important Diplomacy checks at +26 (using an Encounter power). His friend, the warden (with a CHA of 8) made all her Diplomacy checks at +8 (which is lower than the +9 my paladin had at 1st level). He can't fail easy and moderate checks, and makes hard checks %80 of the time. She can fail each level, and can't make hard checks [i]at all[/i]. Doesn't she suck at diplomacy compared to him? What's the difference I'm missing? [/QUOTE]
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The "We Can't Roleplay" in 4E Argument
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