Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
What I think I'm going to do about skills
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="LostSoul" data-source="post: 6289841" data-attributes="member: 386"><p>I think it depends on how you define balance.</p><p></p><p>To me, balance means that the players have to make decisions where no course of action is obviously better than another - their choices are <em>balanced</em>. (It's important to note that there must be a difference in the outcome - otherwise there's no decision to be made.)</p><p></p><p>If you want players to make meaningful decisions about their backgrounds during character creation - which is not necessary to play the game - then you'll want to balance the choices the players make.</p><p></p><p>That's my argument for balance.</p><p></p><p>*</p><p></p><p>The way I run my D&D hack, there's a limited list of skills. Backgrounds, physical or personality traits, and training skills are pretty open-ended. Backgrounds are limited by the setting (raised in the only civilized city; refugee from a ruined city or town/village; savage raised by barbarians or something more exotic - like wolves; and stranger in a strange land, which covers earth-men in rocket ships and characters out-of-time). Training skills (apprentice, student, guild-trained, manual labourer) tie you to someone else.</p><p></p><p>Racial and class skills are more codified and detailed.</p><p></p><p>A note about racial skills: humans have "social class" and the other races have skills that sound a lot better: elves who can see forever, dwarves who can talk to stone, Eladrin who can remember past lives (like 4 skills in one). Running the game, though, a human PC who took "Middle Class" as his racial skill got a lot more out of it than the dwarf who could talk to stone. (Most of that is probably the setting - human-centric.)</p><p></p><p>There isn't a list of "DCs" or things you can do with the skills. You state your action and, if the skill is obviously associated to your action, you get a bonus to your roll (or two bonus dice, which is what I'm using now). If it's loosely associated, you get a smaller bonus (or one bonus die). </p><p></p><p>This is nice because you don't get players saying, "I use Bluff on him"; you get the player acting out the bluff and then they pull out a bonus die or two (depending on the bluff) for being Trained in the Thieves Guild. It's bad because players feel too much pressure to justify the bonus skill dice. (The guidelines to getting bonus dice are supposed to be relaxed so that players don't feel too much pressure to justify them, but obviously that's not the case; oh well.)</p></blockquote><p></p>
[QUOTE="LostSoul, post: 6289841, member: 386"] I think it depends on how you define balance. To me, balance means that the players have to make decisions where no course of action is obviously better than another - their choices are [i]balanced[/i]. (It's important to note that there must be a difference in the outcome - otherwise there's no decision to be made.) If you want players to make meaningful decisions about their backgrounds during character creation - which is not necessary to play the game - then you'll want to balance the choices the players make. That's my argument for balance. * The way I run my D&D hack, there's a limited list of skills. Backgrounds, physical or personality traits, and training skills are pretty open-ended. Backgrounds are limited by the setting (raised in the only civilized city; refugee from a ruined city or town/village; savage raised by barbarians or something more exotic - like wolves; and stranger in a strange land, which covers earth-men in rocket ships and characters out-of-time). Training skills (apprentice, student, guild-trained, manual labourer) tie you to someone else. Racial and class skills are more codified and detailed. A note about racial skills: humans have "social class" and the other races have skills that sound a lot better: elves who can see forever, dwarves who can talk to stone, Eladrin who can remember past lives (like 4 skills in one). Running the game, though, a human PC who took "Middle Class" as his racial skill got a lot more out of it than the dwarf who could talk to stone. (Most of that is probably the setting - human-centric.) There isn't a list of "DCs" or things you can do with the skills. You state your action and, if the skill is obviously associated to your action, you get a bonus to your roll (or two bonus dice, which is what I'm using now). If it's loosely associated, you get a smaller bonus (or one bonus die). This is nice because you don't get players saying, "I use Bluff on him"; you get the player acting out the bluff and then they pull out a bonus die or two (depending on the bluff) for being Trained in the Thieves Guild. It's bad because players feel too much pressure to justify the bonus skill dice. (The guidelines to getting bonus dice are supposed to be relaxed so that players don't feel too much pressure to justify them, but obviously that's not the case; oh well.) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What I think I'm going to do about skills
Top