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Unsatisfied with the D&D 5e skill system
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<blockquote data-quote="twofalls" data-source="post: 7584942" data-attributes="member: 23718"><p>Thank you. I understood this, but it was still well worth pointing out. I was actually convinced early on by 5ekyu's short essay on the topic of skills, and have decided to do this. I am uncoupling all skills from both stats and class/backgrounds and simply allowing the PC's to gain slots which they will freely choose their skills (most characters will thus have 4). Then I will be tying in game skill use to backgrounds. If the PC can make a logical case why their background will allow them to skillfully preform an action I will allow it dependent on the circumstances. The four extra skills represent things the PC's have picked up that are atypical or complimentary of their backgrounds, thus hopefully preventing cookie cutter similarities (ie. all farmers are not the same, all nobles are not the same, etc).</p><p></p><p>The problem my group is having with getting stuck on what to do has a lot to do with the makeup of the party. Everyone is bright, that isn't the problem, however they overthink absolutely everything to the point of paralysis. There are a great deal of politics and NP interaction in the game, and combats tend to be very dangerous most of the time. Everyone is very attached to their PCs (because I have designed things to encourage this attachment) and no one wants to die. Right now the two party leaders are on vicarages (I'm a seminarian and most of the rpg group are somehow associated with the seminary) and will be returning this Summer, however in the interim the party has suffered from indecision and a great amount of doing very little. </p><p></p><p>I don't know if changing the skill system will really help here, but I was considering it. Now however, I think I will run with the above idea, but not until the new campaign starts when the two leaders are back from their assignments. The players are having fun, or so they insist, and that is really the important thing. </p><p></p><p>This thread took on a life of its own, but everyone has been congenial which I very much appreciate. I'm so used to social media where the lowest common denominator is something evolved just beyond pond scum that reading ten pages on a forum of polite conversation is a breath of fresh air.</p></blockquote><p></p>
[QUOTE="twofalls, post: 7584942, member: 23718"] Thank you. I understood this, but it was still well worth pointing out. I was actually convinced early on by 5ekyu's short essay on the topic of skills, and have decided to do this. I am uncoupling all skills from both stats and class/backgrounds and simply allowing the PC's to gain slots which they will freely choose their skills (most characters will thus have 4). Then I will be tying in game skill use to backgrounds. If the PC can make a logical case why their background will allow them to skillfully preform an action I will allow it dependent on the circumstances. The four extra skills represent things the PC's have picked up that are atypical or complimentary of their backgrounds, thus hopefully preventing cookie cutter similarities (ie. all farmers are not the same, all nobles are not the same, etc). The problem my group is having with getting stuck on what to do has a lot to do with the makeup of the party. Everyone is bright, that isn't the problem, however they overthink absolutely everything to the point of paralysis. There are a great deal of politics and NP interaction in the game, and combats tend to be very dangerous most of the time. Everyone is very attached to their PCs (because I have designed things to encourage this attachment) and no one wants to die. Right now the two party leaders are on vicarages (I'm a seminarian and most of the rpg group are somehow associated with the seminary) and will be returning this Summer, however in the interim the party has suffered from indecision and a great amount of doing very little. I don't know if changing the skill system will really help here, but I was considering it. Now however, I think I will run with the above idea, but not until the new campaign starts when the two leaders are back from their assignments. The players are having fun, or so they insist, and that is really the important thing. This thread took on a life of its own, but everyone has been congenial which I very much appreciate. I'm so used to social media where the lowest common denominator is something evolved just beyond pond scum that reading ten pages on a forum of polite conversation is a breath of fresh air. [/QUOTE]
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