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Using 3d6 for skill checks
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<blockquote data-quote="Springheel" data-source="post: 6870123" data-attributes="member: 6828720"><p>You could just as easily take the same approach from the other side....</p><p></p><p>"What skills do I have? Does it matter? If I don't take thieves' tools, I'll have nearly as good a chance of success as if I do."</p><p></p><p>I think the entire point of having races and classes is because we want characters that are good at specific things, which should translate into them not being so good at other things. You play a fighter because you want to be good at fighting; you play a rogue because you want to be good at stealth, etc. Obviously we want <em>some </em> specialization in the game or there would be no need for different classes at all.</p><p></p><p>One possible tweak to this that occurred to me while reading is to use 2d10 when the characters are in relatively calm conditions (casually playing an instrument, shooting for target practice, trying to remember a history fact during a council meeting, picking a lock in an empty room) and use a 1d20 during highly stressful situations (combat, picking a lock before the guards arrive, playing a performance in front of the notoriously unpredictable king). That way you'll still have the chances for wild successes or failures when it has the most story impact, where under normal conditions more skilled characters will outperform their untrained peers more regularly.</p></blockquote><p></p>
[QUOTE="Springheel, post: 6870123, member: 6828720"] You could just as easily take the same approach from the other side.... "What skills do I have? Does it matter? If I don't take thieves' tools, I'll have nearly as good a chance of success as if I do." I think the entire point of having races and classes is because we want characters that are good at specific things, which should translate into them not being so good at other things. You play a fighter because you want to be good at fighting; you play a rogue because you want to be good at stealth, etc. Obviously we want [I]some [/I] specialization in the game or there would be no need for different classes at all. One possible tweak to this that occurred to me while reading is to use 2d10 when the characters are in relatively calm conditions (casually playing an instrument, shooting for target practice, trying to remember a history fact during a council meeting, picking a lock in an empty room) and use a 1d20 during highly stressful situations (combat, picking a lock before the guards arrive, playing a performance in front of the notoriously unpredictable king). That way you'll still have the chances for wild successes or failures when it has the most story impact, where under normal conditions more skilled characters will outperform their untrained peers more regularly. [/QUOTE]
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