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*TTRPGs General
Theories regaurding the change in rules of D&D.
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<blockquote data-quote="Irda Ranger" data-source="post: 3690780" data-attributes="member: 1003"><p>I expect that the discontinuity that SHARK is now trying to deal with is (1) the assumed distribution of class levels within society, and (2) the assumed level of skill that a 1st level character has.</p><p></p><p>SHARK's problem is that he knows <em>a lot</em> of highly capable, well-rounded Marines. They can kick ass, take names, and dance with the ladies. In fact, this well-rounded, highly skilled warrior is the norm. And yet, the DMG says that 90% of the NPC's wandering around are 1st level. Points #1 and #2 above directly contradict each other. </p><p></p><p>How can this be resolved? Either (a) 1st level characters need more Skill Points, (b) we need a more bell-shaped distribution of character levels, or (c) we de-couple Skill Points and Class Level entirely.</p><p></p><p>Option (a) is reasonable and simple for book-keeping. I also like (c), because it "makes sense", but I know that's subjective. I think option (b) is a bad idea, because higher levels should be rare, and reserved for extraordinary individuals. To stick with the Sailor example, someone with Profession (Sailor) (+8) [+4 Ranks, +3 Skill Focus, +1 Wis] is good enough for most cases, but I'd want at least +12's for going into the Alaskan crabbing season. BUT, they're still just regular guys (<em>i.e.</em>, 1st level). Being even mid-level is reserved for <a href="http://www.smh.com.au/articles/2003/10/24/1066631598678.html" target="_blank">special sailors</a>. </p><p></p><p></p><p>We're just saying "Wouldn't it be nice if they could get as high as +15 without having to level up their HP and Saves too." Just to de-couple whatever "toughness" levels seem to indicate, and skill at a profession. Since there's no rational, real-world link, why not allow for acquiring one without the other?</p><p></p><p>Besides, not every Profession could have MW tools. What's a a Butler going to use - a MW steam iron and shoe-shine rag? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Probably a bad example. You're right. Most "common" Professions and Crafts (with Skill Focus, a 12 Int or Wis, the right tools, and maybe an apprentice to provide Aid Another) should boost a 1st level Expert or Commoner right up to where he needs to be to master his trade.</p><p></p><p>But that doesn't mean the Skill System works for all cases. It breaks down when trying to make a well-rounded character, or a super-expert with low HP, or a PC for whom adventuring is a "second career." Hence, all the house rules listed above about Backgrounds, free levels in the Expert class, acquiring Skill Points between adventures, a few more Skill Points per level, etc. etc. They're all just attempts to alchemically morph the rules from restraints into helpful tools.</p><p></p><p>========================</p><p></p><p>Ok, I think this is the third time I've come back to this point. Unless someone has something really inciteful to add, I think it's a dead horse. Let's get back on topic or move on.</p><p></p><p></p><p></p><p>.</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 3690780, member: 1003"] I expect that the discontinuity that SHARK is now trying to deal with is (1) the assumed distribution of class levels within society, and (2) the assumed level of skill that a 1st level character has. SHARK's problem is that he knows [I]a lot[/I] of highly capable, well-rounded Marines. They can kick ass, take names, and dance with the ladies. In fact, this well-rounded, highly skilled warrior is the norm. And yet, the DMG says that 90% of the NPC's wandering around are 1st level. Points #1 and #2 above directly contradict each other. How can this be resolved? Either (a) 1st level characters need more Skill Points, (b) we need a more bell-shaped distribution of character levels, or (c) we de-couple Skill Points and Class Level entirely. Option (a) is reasonable and simple for book-keeping. I also like (c), because it "makes sense", but I know that's subjective. I think option (b) is a bad idea, because higher levels should be rare, and reserved for extraordinary individuals. To stick with the Sailor example, someone with Profession (Sailor) (+8) [+4 Ranks, +3 Skill Focus, +1 Wis] is good enough for most cases, but I'd want at least +12's for going into the Alaskan crabbing season. BUT, they're still just regular guys ([I]i.e.[/I], 1st level). Being even mid-level is reserved for [URL=http://www.smh.com.au/articles/2003/10/24/1066631598678.html]special sailors[/URL]. We're just saying "Wouldn't it be nice if they could get as high as +15 without having to level up their HP and Saves too." Just to de-couple whatever "toughness" levels seem to indicate, and skill at a profession. Since there's no rational, real-world link, why not allow for acquiring one without the other? Besides, not every Profession could have MW tools. What's a a Butler going to use - a MW steam iron and shoe-shine rag? :) Probably a bad example. You're right. Most "common" Professions and Crafts (with Skill Focus, a 12 Int or Wis, the right tools, and maybe an apprentice to provide Aid Another) should boost a 1st level Expert or Commoner right up to where he needs to be to master his trade. But that doesn't mean the Skill System works for all cases. It breaks down when trying to make a well-rounded character, or a super-expert with low HP, or a PC for whom adventuring is a "second career." Hence, all the house rules listed above about Backgrounds, free levels in the Expert class, acquiring Skill Points between adventures, a few more Skill Points per level, etc. etc. They're all just attempts to alchemically morph the rules from restraints into helpful tools. ======================== Ok, I think this is the third time I've come back to this point. Unless someone has something really inciteful to add, I think it's a dead horse. Let's get back on topic or move on. . [/QUOTE]
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