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What I think I'm going to do about skills
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<blockquote data-quote="Actoba" data-source="post: 6289623" data-attributes="member: 6746340"><p>Doesnt it all really depend on the players you have?</p><p></p><p>I'm still relatively new to all this (started with the DnD Next playtests and am now DM'ing for a few different groups...never played any previous versions) but i've found quite big differences between the groups I'm running.</p><p></p><p>The first group is very focused on being "better", punching stuff in the face and generally getting every advantage they can in a given situation. This includes what skills and backgrounds they pick.</p><p></p><p>A second (and larger group) has a wider variety of personalities in it. There is at least one player, that similarly to the first group, thinks more tactically and and picks what he thinks he "needs" to make his character "better" and plays it that way too....but I also have several players that embrace the "character" part much more and their playstyle and characters personality and decisions reflect this much more.</p><p></p><p>I would imagine that DM'ing for a set of random people at a Con you are more likely to have people rely more on the mechanics of their character rather than the "character" of their character?</p><p></p><p>All that having been said i've had a few of my players (some of whom do have prior experience of other editions and systems) also remark that they found the skill system a bit flat/boring/uninspiring. of course this only refers to the last playtest packet and it may change for the full release so a part of that may be because we're only running a mini campaign (or 2) between now and the full release so they are still trying out the different characters/mechanics/etc.... in preparation for a full campaign starting once we have the full ruleset.</p><p></p><p>Thus far in my short dm'ing career i've tried to encourage all my players to embrace their characters and and imbue them with some personality based on their decisions, bacground/backstory, etc....but i've accepted that for some thats a difficult ask. So i've very much seen the problem described by the OP I think it's mainly a factor of the players you have rather than the rules themselves. I would probably house rule some stuff depending on the people i had playing and the experiences we had....though thats probably much more difficult if you are running stuff for random people at a Con i'd imagine as you would only have a short time to get a feel for what they wanted from the game and how they played</p></blockquote><p></p>
[QUOTE="Actoba, post: 6289623, member: 6746340"] Doesnt it all really depend on the players you have? I'm still relatively new to all this (started with the DnD Next playtests and am now DM'ing for a few different groups...never played any previous versions) but i've found quite big differences between the groups I'm running. The first group is very focused on being "better", punching stuff in the face and generally getting every advantage they can in a given situation. This includes what skills and backgrounds they pick. A second (and larger group) has a wider variety of personalities in it. There is at least one player, that similarly to the first group, thinks more tactically and and picks what he thinks he "needs" to make his character "better" and plays it that way too....but I also have several players that embrace the "character" part much more and their playstyle and characters personality and decisions reflect this much more. I would imagine that DM'ing for a set of random people at a Con you are more likely to have people rely more on the mechanics of their character rather than the "character" of their character? All that having been said i've had a few of my players (some of whom do have prior experience of other editions and systems) also remark that they found the skill system a bit flat/boring/uninspiring. of course this only refers to the last playtest packet and it may change for the full release so a part of that may be because we're only running a mini campaign (or 2) between now and the full release so they are still trying out the different characters/mechanics/etc.... in preparation for a full campaign starting once we have the full ruleset. Thus far in my short dm'ing career i've tried to encourage all my players to embrace their characters and and imbue them with some personality based on their decisions, bacground/backstory, etc....but i've accepted that for some thats a difficult ask. So i've very much seen the problem described by the OP I think it's mainly a factor of the players you have rather than the rules themselves. I would probably house rule some stuff depending on the people i had playing and the experiences we had....though thats probably much more difficult if you are running stuff for random people at a Con i'd imagine as you would only have a short time to get a feel for what they wanted from the game and how they played [/QUOTE]
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