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Untrained/trained Skills....Noooo!

Celebrim said:
You can pretend all you like that this has to do with disparities in skill levels, but its nothing of the sort.

It is everything of the sort.

Only in D&D do you get the situation where a party of 4 is too large a group to go scouting.

Consider the break-in to Thulsa Doom's palace in the movie Conan The Barbarian.

Would that have been a better sequence if Subotai had snuck in alone, then come out and "picked up" Conan and Valeria, who then ... charged the gates?
 

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Celebrim said:
You can pretend all you like that this has to do with disparities in skill levels, but its nothing of the sort. It's the inherent nature of scouting that small groups draw less attention to themselves than large groups. Even if the entire party was sneaky rogues, it would still be a perfectly valid choice (and maybe even the safest choice) to just send one player character in on a scouting mission.
Not necessarily. If the party just sends the rogue to scout, he has a greater chance of not being noticed, true. But if he is noticed, there's a good chance that he's not going to make it out of the area alive.

If the whole party is capable of at least attempting to sneak, it gives them a choice, where each option has its pros and cons. Do they send just the rogue, who probably won't get noticed, but if he does get noticed, will probably die, or do the send the whole party, who will have a greater chance of being noticed, but if they are noticed, will be much more capable of dealing with the consequences?

It also leads to other potentially interesting decisions, like should the fighter remove his armor (less chance he'll be noticed, but he'll also be more vulnerable if he is noticed)? These choices don't exist with the 3.X skill system, because the fighter is hopeless at sneaking with or without armor.

A skill system where there aren't such wide disparities between the best and the worst gives both players and DMs more options. This is a good thing IMO.
 


Zurai said:
Says who? I've heard the designers say several times that they want the game to feel more cinematic.

Celebrim said:
I think too many people are trying to emulate literature and movies in their games where in the source material, things moved and acted with the power of plot and not with any coherent framework.

Sorry, I just found the two quotes at odds with one another. I know you don't speak for each other, but its funny one is justifying a certain game element with "D&D is not cinematic" and another person (arguing a similar point) draws on cinematic structure to prove his point.

Which returns me to my original point: D&D should split the difference between cinematic and not, dependent on what is the most fun for the players. If that means every PC having a small, scaling chance at attempting higher than 10 DCs with level so as not to split the party and exclude the other players from the encounter, so be it.

My (hopefully) final example come from the old Star Wars d20. Back in the day to pilot a ship, you needed ranks in pilot AND a feat (Starship Operation: either fighter or transport). Every class had pilot on their class list, but not every PC had the skill points or wherewithal to put ranks into it (or the feat slot to buy the feat). Thus, if you ever wanted to run ship-to-ship space combat (such as a Death Star Trench Run) any PC who invested in it got to have fun, but those who didn't (by character design or player preference) couldn't. Or they could try, but had horrible penalties (thanks to the lack of the feat) to do so. So as a GM, space combat was a double-edge sword: Those who had invested skill ranks and the feat WANTED space combat so as not to let that go to waste. Those that didn't were bored during those long combats and hated Ship to Ship since they were practically useless (later, we found the rules for PCs as crew, which mitigated the pain somewhat by giving everyone a die roll, even if it was a comp use check to restore shields).

Now in Saga, everyone slowly becomes a proficient pilot. There is no more feat, so any PC can jump into the cockpit and perform basic stunts. A dedicated pilot (someone trained, focused, and talented) can literally fly circles around them, but the PCs can all contribute something as pilots and thus act in a large, cinematic space combat. Fun levels improved and the former players who would sit bored during Space Combat commented how fun it was.

Hopefully, D&D can emulate that same feeling for other daring combat encounters: balancing on ice bridges, chasing foes on horseback, or escaping sinking ships. It will be fun, and everyone will get to be involved in it.
 

Patryn of Elvenshae said:
It is everything of the sort.

Only in D&D do you get the situation where a party of 4 is too large a group to go scouting.

That situation isn't going to change if you adopt the SWSE skill rules. Far more extensive changes to the rules would be required, starting with making D&D a dice pool system like WE Star Wars, WoD ect. And even then, it doesn't stop the fact that one is better at sneaking than many, it just mitigates the risk to the point where you might consider it.

Suppose you have 5 characters, one of which (trained) has a 95% chance of sneaking through the camp, the rest have (untrained) a 70% chance. The odds that the party of five get through the camp without being noticed is less than 23%. And realistically, matters are even worse, because in reality a prolonged operation is going to involve multiple skill checks. The four guys with 70% chance of success are a liability, not an asset.

If there was a reasonable chance that the party of 5 could handle whatever challenges result from failing the sneak test, then its likely that pure stealth isn't the best option.

Consider the break-in to Thulsa Doom's palace in the movie Conan The Barbarian.

Oh good grief. How many times do I have to say this? RPG's are not movies. They are not novels. They are not comic books. They are RPG's. They inherently work according to different rules, namely that they work by rules.

Would that have been a better sequence if Subotai had snuck in alone, then come out and "picked up" Conan and Valeria, who then ... charged the gates?

No, that wouldn't have been a better sequence. But so what? It's a movie. The protagonists are protected by the power of plot and can essentially do anything. It doesn't have to make sense. It doesn't have to follow any sort of rules. It doesn't have to have an actual map, or continuity, or logic. It only has to look good. 'It worked differently in the movies' is not a very strong argument. It's even a less strong argument than 'It works differently in real life', and frankly I don't know how it works in real life exactly but I do know that scouting missions are usually undertaken by very small groups (often as few as two). Frankly, I think that one of the principle reasons that recon missions aren't undertaken in real life solo has nothing to do with stealth, and everything to do with facing/range of vision. So, if you want to bring back facing to the D&D rules and get some rules for perception arcs, feel free, but keep in mind that emmulating realism isn't necessarily any more likely to make a fun game than emmulating movies is (when either is even possible).
 

Remathilis said:
Sorry, I just found the two quotes at odds with one another. I know you don't speak for each other, but its funny one is justifying a certain game element with "D&D is not cinematic" and another person (arguing a similar point) draws on cinematic structure to prove his point.

It happens in threads all the time. I see it as a sign that people don't really know what they want, or if they know what they want they don't know how to get it or say it.

Which returns me to my original point: D&D should split the difference between cinematic and not, dependent on what is the most fun for the players.

Ok, sure. But it doesn't follow that a rule change will get there. There is a big difference between the goal and intention of the rule and its actual effect. You can't say, 'Because my rule has this as a goal, it will achieve this goal.' The fact is, it doesn't in general achieve the goal of not 'excluding' other players from challenges.

Back in the day to pilot a ship, you needed ranks in pilot AND a feat (Starship Operation: either fighter or transport).

In my opinion, the big problem was the requirement of a feat. I really hate feats that open up options that ought to be available to everyone. At various points in 3.X, feats where introduced like 'Pick up and throw your opponent'. You don't need a feat for that. Children can pick up and throw thier opponents without being combat masters. A feat was simply the wrong mechanic. Instead of a feat, there should have been a manuever available to anyone, and a feat that allowed some improvement in the manuever with a section for what happened normally if you didn't have the feat.

Thus, if you ever wanted to run ship-to-ship space combat (such as a Death Star Trench Run) any PC who invested in it got to have fun, but those who didn't (by character design or player preference) couldn't.

So now the player preference of not investing in pilot is a bad thing?

(later, we found the rules for PCs as crew, which mitigated the pain somewhat by giving everyone a die roll, even if it was a comp use check to restore shields).

Hmmm... wonderful how reading the rules helps.

Now in Saga, everyone slowly becomes a proficient pilot. There is no more feat, so any PC can jump into the cockpit and perform basic stunts. A dedicated pilot (someone trained, focused, and talented) can literally fly circles around them, but the PCs can all contribute something as pilots and thus act in a large, cinematic space combat. Fun levels improved and the former players who would sit bored during Space Combat commented how fun it was.

Great. However, the problem isn't actually 'fixed'. You can't really gaurantee that everyone is going to have thier own ship. Certainly in the source material, there are long stretches were everyone doesn't have thier own ship: alot of the action occurs aboard the Falcon, Chewy pilots the Imperial Shuttle basically by himself. Most of the time the rest of the 'PC party' basically sits around uselessly, because there is only one pilots chair. (This is why ships with multiple crew stations are good design. Man those turrets farmboy.)

So, while in theory maybe people can contribute, in practice you never know what's going to happen.

I should also note that in combat more people adds to rather than subtracts from the chance of success. (Strictly speaking, this isn't true, but to the extent that it isn't true it doesn't make for a better game.) It isn't hard to force a group to contribute in combat. In fact, you have to go out of your way to keep it from happening, so its not a hard problem to fix.

Hopefully, D&D can emulate that same feeling for other daring combat encounters: balancing on ice bridges, chasing foes on horseback, or escaping sinking ships. It will be fun, and everyone will get to be involved in it.

*sigh* I hope it works out. I really do. But hoping something works and it actually working are two different things.
 


Methinks this discussion is wandering off topic from skill mechanics to table courtesies.. but I feel the desire to make a comment regarding the 'boring' wait while the specialist character does thier thing.

To me, roleplaying is a cooperative game in which each character contributes to the success of the party. Sometimes this means you sit on your bum, hoping that the pilot doesn't crash into an asteroid and wipe your the entire party. Or stand near the door while the Rogue scouts out the entry of the haunted mansion. Or wait in the car while the decker hacks the security cameras. Or watches as the Mage spends days on end crafting the Bane weapon that will save humanity as we know it.

Guess what. If the DM focuses for an hour on a single player while 3 to 5 other players are sitting around, thats not a mechanical problem with the rules. Thats a problem with the DM's concept of pacing. It is possible to run scouting expiditions for the lone rogue while not leaving the rest of the *players* cooling thier heels. Its also possible to run a split party. {pain in the *&%, but possible...}

If the new skill mechanic makes it easier to challenge the group as a whole, together, while preserving the specialists "y'all just hang here while I take care of this' capability.. I am good with that :)

YMMV

{side note, in the WEG Star Wars campaign I played in for years, it was not uncommon to have a split party and my character was often off on other business. Kudo's to my GM for keeping it running smoothly...as well as to the group for being able to sit back and watch when it was someone elses 'turn'.... My character did evenutally learn piloting, but more from a need to go places without the idealistic young jedi than a meta-game desire to *do* something during space combat.}
 

Celebrim said:
That situation isn't going to change if you adopt the SWSE skill rules. Far more extensive changes to the rules would be required, starting with making D&D a dice pool system like WE Star Wars, WoD ect. And even then, it doesn't stop the fact that one is better at sneaking than many, it just mitigates the risk to the point where you might consider it.
Isn't the obvious way to solve this to have some sort of "follow my lead" rules wherein the master of stealth or whatever can bring a small number of cohorts along by accepting a modifier to his skill check? It's what I would do if I were rebuilding the skill system.
 

Celebrim said:
Suppose you have 5 characters, one of which (trained) has a 95% chance of sneaking through the camp, the rest have (untrained) a 70% chance. The odds that the party of five get through the camp without being noticed is less than 23%. And realistically, matters are even worse, because in reality a prolonged operation is going to involve multiple skill checks. The four guys with 70% chance of success are a liability, not an asset.

This is 3e thinking, we have to consider that 4e may do spot vs hide differently.

For example, it may be that you take 10 on hide checks and the spotter makes a roll. In such a case, if you have 5 people with a 70% chance to beat that spot check, then the party as a whole has a 70% chance. Now its true that if one guy has a 95% the party is dragging him down, but FAR less than the scenario you describe.

We can't look at the skill system in a vacuum but consider other possibilities to complement what we know.
 

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