On the skill-atrophy front: I've done it, & I don't care to do it again. Approving specific rearrangings of skill levels on a case-by-case basis is enough for me.
Patryn of Elvenshae said:
Which is why 3E has the Take 10 and Take 20 mechanics.
My statement was assuming that take 10 & take 20
are being used. Too many modules & too often we (i.e. my group) tend to set DCs in the assumed-typical-rank + 15 area. & I've seen the same general trend in too many RPGs as a whole.
Irda Ranger said:
I think that making the rules complete-ish (e.g., Skill Points, magical item creation) rules was a good idea in some respects, but the designers turned right when some of us would rather they had turned left.
You've made some really good points in this post.
There is, however, another path. (Straight ahead, perhaps?)
Irda Ranger said:
So, D&D has evolved to a higher levels of "completeness" and "internal consistency." This is a good thing. It's a model to be strived for, so that even if you don't like the implied setting, it's still a standard to be held to when creating rules that support an implied setting you'd like to play in yourself.
But the creators of the earlier editions didn't have gaps in the rules so much as areas that they intentionally left outside of the rules. Sure, to some extent what got rules & what didn't was arbitrary, but it
was intentional. And sure, they didn't communicate their ideas as well as they could. And sure, there were
some gaps that were simply oversights.
So, while I saw gaps that I wanted to be filled, they saw gaps that did
not need to be filled. To me, probably half the evolution of D&D has to do with not really understanding the game as played by the original designers.
Now, that's not necessarily a bad thing. Some really good ideas come out of misunderstandings.
Neither is it to say that the game the original designers played was 100% perfect & right for everyone. Heck, there were always significant differences between the Greyhawk & Blackmoor campaigns themselves.
While I did once, I no longer think the kind of completeness that 3e has strived for is undisputably the good course any more than it is undisputably a bad coarse.
These days, I'm more interested in changing the gaps rather than filling them. Although any game with a GM to handle the gaps can do anything, the gaps in the rules can greatly shape the tone & theme of the game. Ideally it does because you pick a system that best fits the tone & theme that you want.