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Using 3d6 for skill checks
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<blockquote data-quote="I'm A Banana" data-source="post: 6869997" data-attributes="member: 2067"><p>If a GM told me to create whatever character I wanted because part of the social agreement here is that only the skills I actually took would be relevant, I'd personally feel like the decision of what skills to take would be pretty meaningless.</p><p></p><p>"What skills do I have? Does it matter? If I take thieves' tools, we'll encounter locks. If I don't, we won't. If I take Persuasion, we'll need to do persuading. If I don't, we won't. Lets just say I am Skilled +x, at Whatever The Plot Demands, and lets get to the decisions that <em>matter</em>."</p><p></p><p>Also, after character creation, a system where someone who is untrained has essentially no chance encourages a party split. "Oh, this is a scene where Persuasion needs to happen, everyone who dumped Cha, just sit and watch." / "Oh, here's some locks we need to pick, guess Ed's gotta do it, I'm gonna go get a soda." / etc.</p><p></p><p>It'd be a bit like in combat if you had a Fighter Who Could Fight Humanoids, a Dragon-Slaying Dwarf, and a Barbarian What Kills Wolves. If this fight has humanoids, the Fighter gets to participate, but the rest sit out. If this fight has Dragons, the dwarf can participate, but the rest sit out. If this fight has wolves, the Barbarian can participate, but the rest sit out. </p><p></p><p>The more swingy d20 helps everyone participate - a -1 to a roll means you can get a high roll and still contribute a success.</p><p></p><p>...which isn't to say the other way is <strong>bad</strong>, just that there's some tradeoffs for that more strict division, and whether or not those trade-offs are worth it is going to vary from campaign to campaign.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6869997, member: 2067"] If a GM told me to create whatever character I wanted because part of the social agreement here is that only the skills I actually took would be relevant, I'd personally feel like the decision of what skills to take would be pretty meaningless. "What skills do I have? Does it matter? If I take thieves' tools, we'll encounter locks. If I don't, we won't. If I take Persuasion, we'll need to do persuading. If I don't, we won't. Lets just say I am Skilled +x, at Whatever The Plot Demands, and lets get to the decisions that [I]matter[/I]." Also, after character creation, a system where someone who is untrained has essentially no chance encourages a party split. "Oh, this is a scene where Persuasion needs to happen, everyone who dumped Cha, just sit and watch." / "Oh, here's some locks we need to pick, guess Ed's gotta do it, I'm gonna go get a soda." / etc. It'd be a bit like in combat if you had a Fighter Who Could Fight Humanoids, a Dragon-Slaying Dwarf, and a Barbarian What Kills Wolves. If this fight has humanoids, the Fighter gets to participate, but the rest sit out. If this fight has Dragons, the dwarf can participate, but the rest sit out. If this fight has wolves, the Barbarian can participate, but the rest sit out. The more swingy d20 helps everyone participate - a -1 to a roll means you can get a high roll and still contribute a success. ...which isn't to say the other way is [B]bad[/B], just that there's some tradeoffs for that more strict division, and whether or not those trade-offs are worth it is going to vary from campaign to campaign. [/QUOTE]
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