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Unsatisfied with the D&D 5e skill system
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<blockquote data-quote="TaranTheWanderer" data-source="post: 7584263" data-attributes="member: 15882"><p>It's funny because this how I play every system that has skills, 3e included. "I want to do this, do I need to roll anything?" "Yes, skill x is most appropriate."</p><p></p><p>I think you are describing an rp style. Maybe 5e encourages that style more than others, I don't know.</p><p></p><p>And sometimes rolling a skill is appropriate even when success is guaranteed because:</p><p></p><p>a) my player has invested heavily in a skill and 'wants' to roll a dice and show off how cool his character is at doing skill (x). Who am I do deny a player a chance to throw a die if it brings them joy? Players tend to approach problems using the tools they are best at and, often, like to show those things off.</p><p></p><p>b) Sometimes I use degrees of success which doesn't usually affect anything other than narrative. So it lets a player or GM narrate a cooler description or outcome if they succeed with style.</p><p></p><p>Usually 'b' comes as a result of 'a'. I'm happy to narrate a cool success without the use of dice too.</p><p></p><p> [MENTION=23718]twofalls[/MENTION]</p><p></p><p>The skill list in 5e is good.</p><p>Expand the use of Investigation a bit and make Perception less of a catch-all</p><p>Use Medicine more</p><p></p><p>If you were looking for a way to incorporate point-buy skills in 5e, then I'd probably have suggestions but it doesn't look that way. [MENTION=6919838]5ekyu[/MENTION] had lots of good suggestions.</p><p></p><p>- As suggested, Definitely separate stats from skills. Use the skill/stat combinations that best suit the situation/action. </p><p></p><p>- I've done away with 'tools as skill proficiency' and just made each tool a 'profession' skill. A lack of tools either makes it impossible to do that skill or gives you disadvantage. It hasn't changed much - it's really mostly a change in semantics (using Burglary instead of 'Thieve's Tools', for instance) but I like the change.</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 7584263, member: 15882"] It's funny because this how I play every system that has skills, 3e included. "I want to do this, do I need to roll anything?" "Yes, skill x is most appropriate." I think you are describing an rp style. Maybe 5e encourages that style more than others, I don't know. And sometimes rolling a skill is appropriate even when success is guaranteed because: a) my player has invested heavily in a skill and 'wants' to roll a dice and show off how cool his character is at doing skill (x). Who am I do deny a player a chance to throw a die if it brings them joy? Players tend to approach problems using the tools they are best at and, often, like to show those things off. b) Sometimes I use degrees of success which doesn't usually affect anything other than narrative. So it lets a player or GM narrate a cooler description or outcome if they succeed with style. Usually 'b' comes as a result of 'a'. I'm happy to narrate a cool success without the use of dice too. [MENTION=23718]twofalls[/MENTION] The skill list in 5e is good. Expand the use of Investigation a bit and make Perception less of a catch-all Use Medicine more If you were looking for a way to incorporate point-buy skills in 5e, then I'd probably have suggestions but it doesn't look that way. [MENTION=6919838]5ekyu[/MENTION] had lots of good suggestions. - As suggested, Definitely separate stats from skills. Use the skill/stat combinations that best suit the situation/action. - I've done away with 'tools as skill proficiency' and just made each tool a 'profession' skill. A lack of tools either makes it impossible to do that skill or gives you disadvantage. It hasn't changed much - it's really mostly a change in semantics (using Burglary instead of 'Thieve's Tools', for instance) but I like the change. [/QUOTE]
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