Irda Ranger said:
There's nothing "extra" about them. If you spend X years as a Fighter you get BAB, HP, Feats and some Skill Points. If you spend X years as a sailor or farmer you should get some skill points for that too. They're not "extra"; you've earned them. They also make you character more believable, and more interesting to play. If all I wanted was a 1-dimensional collection of stats that killed things, I could play Diablo.
"I've been a village herbalist for 40 years, but I don't know a lick more about herbs than the 1st level Dwarven fighter that's lived in a cave all his life." What kind of sense does that make? I don't know about you guys, but we play pen-and-paper roleplaying games (as opposed to God of War or World of Warcraft) because you can make more complete characters and more believable worlds, where belief is suspended. But if you're going to go to the trouble of writing a character history, it should be worth something, and not just words on a page that do not translate in any way into the gaming session.
Sure, your character history is great. It gives motivations for what he/she does, how he will react to events and such, as well as a story as to how he she may have decided to become an adventurer in the first place, people he knows and such.
They do translate perfectly fine.
It's not the job of the system to translate from what you wrote. it's your job to translate what you wrote into the system.
Sure you've been the herbalist for 40 years. Great. If that's your background, and you want it as your background throw the points into herbalism.
Maybe you won't have extra points for something else, but thats fine.
It's the same as in real life. In real life I decided to spend my time learning to ski. I'm better then some, not as good as others. In any case, I didn't have time to spend my "skill points" on things like martial arts, or shooting. I was skiing.
I don't appreciate the insinuation that I have the emotional maturity of a six year-old.
If you feel thats what I was doing, then I apologize. I didn't mean it as an insult, nor did I mean to imply what you took from it. I was simply stating that it felt like you were creating a story as a pitch for bonuses, and dislike the new system because it makes that harder to do.
You wouldn't be wrong to do that if the game was starting as 15th level adventurers. But that's not what we're talking about. If you really were reading what I and SHARK and the others were saying, we're talking about a few "life skills" that you've picked up along the way. Not the same at all as being a 15th level Ninja-whatever. I hate to accuse people of "not getting it", because I feel like that's a cop-out, but I think that's really the problem here. You just don't "get" what we're trying to do.
I "get" what you're trying to do.
It's not different at all. It's just handled in a different game mechanic. You're attempting to utilize the background story to give your character extra abilities. So is the uberninja. Admitedly I exagerated the bonus, but the thought still applies. I'm stating in my background that I was an amazing warrior. Why if I can get extra skill abilities thrkugh my background can't I get extra combat abilities?
That simply isn't how the rules work. As a very simple for instance, most Craft DC's for ordinary things are DC 15. Assuming that you have to be constantly Taking 10 to make a living at something, an NPC of average Int needs at least 5 Ranks in Armorsmithing to make Chainmail - which means they need to be 2nd level. Masterwork items, full plate mail, locks & lanterns, etc. all require even more, which means you need to be higher than 2nd level. Any sailor "worth his salt" would also need to be at least 2nd - 3rd level. The link between Max Rank and Class Level require this. If you want to remove the Max Rank rule, then fine, most NPC's are now free to be 1st level characters. But your assumptions do not fit the RAW.
This is untrue. The DC for "typical" items is 10! Which means you can just sit down and hash out a typical item anytime.
For other items, you might need to take 20, but again I see this as realistic. If you're crafting a more intense item you have to sit down and take your time.
This doesn't even take into account the bonuses you get for favorable conditions, people helping you, et al...
You may be right. I also suspect that OD&D didn't have skills for reasons of accidental omission, not out of any deliberate intent to allow for "creative freedom." But that simply doesn't matter; the author's intent is meaningless. What matters is what people did with the game once they got their hands on it, and what they continue to do with it. The evolution has been away from character sheets being "just spells & combat stuff" to a more feature-complete abstraction of the whole "person." It started with ad-hoc solutions like the thief skills and disguise ability, and expanded to more "universally applicable" NWP's and secondary skills, and expanded further to where we are today.
I see this as a good thing. More abilities accounted for, making the DM's job ultimately easier to handle in game. When I run a game, I don't have to worry about how something will effect events later down the line. For the most part, I know.
"Unfortunately" the result has been that since it's all on paper now, and can be compared, character-envy has set in, and the desire to make sure no one else gets any "extra" Skill Points drags us down to the lowest-common denominator of creativity and character history design. Crothian's group does fine in 3e because they're all emotionally mature and competent roleplayers, but the guy at the table who can't be bothered to write a character history and "just wants to kill some orcs" points his finger and says "Hey! He has 2 more SP than I do! That's broken!" Well too bad, buddy. If you were actually interested in roleplaying, you could have some too. This isn't Halo or WoW where everyone who pays their money starts with the exact same amount of in-game "stuff", this is D&D, and you get what you give.
That's not a problem with the system. That's a problem with the players and the group.