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Toward a Theory of 6th Edition
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<blockquote data-quote="Mephista" data-source="post: 7263430" data-attributes="member: 6786252"><p>I think it depends on the tool and skills? I mean, when was the last time you had someone roll Perform in game? Or Investigate over Perception? How about Religion, when Arcana covers info about undead and fiends/celestials? Meanwhile, thief-style tools come up fairly often (lockpicking, disguise, poison) as part of their trades. </p><p></p><p></p><p>The issue with tools is that, fundamentally, they're mostly crafting and social games/instruments. Crafting rules are crap to the point of being discouraged, and social rules are so simplistic that non-Intimidate/Deception/Persuade rarely come up. </p><p></p><p>A lot of games use this rough design as well in modern times. You can kind of see in 5e too - warriors classes with a heavy focus on fighting, dedicated spellcasters classes, and then classes that focus a lot on skills over magic or martial ability (ranger, rogue especially, traditionally bard as well). </p><p></p><p>Though, there's also some modern theory that divide classes into warrior via weapon type (sword/board, great sword/axe, lancer, fists, bows, knives), crafters (farmers, blacksmiths, etc) and casters (white mage, black mage, shaman, etc), but its a similar idea.</p></blockquote><p></p>
[QUOTE="Mephista, post: 7263430, member: 6786252"] I think it depends on the tool and skills? I mean, when was the last time you had someone roll Perform in game? Or Investigate over Perception? How about Religion, when Arcana covers info about undead and fiends/celestials? Meanwhile, thief-style tools come up fairly often (lockpicking, disguise, poison) as part of their trades. The issue with tools is that, fundamentally, they're mostly crafting and social games/instruments. Crafting rules are crap to the point of being discouraged, and social rules are so simplistic that non-Intimidate/Deception/Persuade rarely come up. A lot of games use this rough design as well in modern times. You can kind of see in 5e too - warriors classes with a heavy focus on fighting, dedicated spellcasters classes, and then classes that focus a lot on skills over magic or martial ability (ranger, rogue especially, traditionally bard as well). Though, there's also some modern theory that divide classes into warrior via weapon type (sword/board, great sword/axe, lancer, fists, bows, knives), crafters (farmers, blacksmiths, etc) and casters (white mage, black mage, shaman, etc), but its a similar idea. [/QUOTE]
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