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What is *worldbuilding* for?
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<blockquote data-quote="Tony Vargas" data-source="post: 7447665" data-attributes="member: 996"><p>I may be thinking more of Traveler as in the 'Characters & Combat' booklet, back in the day, vs /some/ d20 game.</p><p></p><p>But, no, I'm not impressed by long or open-ended lists of skills, quite the opposite: I think they can undermine play by 'creating incompetence.' (and, for the record, the 3e/PF skill list is too long)</p><p></p><p> Remove "out-of-combat" and I'd agree with that sentence. ;P Seriously, though, if you had a build designed to optimize a skill or something, then it could be every bit as effective as magic in it's area of specialty.</p><p></p><p> Because in-class, and because stat + skill, right? Ranks could pretty easily be the most significant portion of a skill bonus, and, yeah, I know 2 is pretty good in Traveler (at least it was, 1 was perfectly competent, IIRC), and the scale is completely different thanks to d20's proclivities... </p><p></p><p> I haven't played it in over 10 years (and never played it much, the "Stat Hero" classes in place of archetypes did not appeal) and can't say I recall details, but I'd be mildly surprised if there was no way to do some equivalent of cross-classing to get a slightly against-type skill or other trick. </p><p></p><p> I know the topic drifted to aping other games feelz and system-artifacts and whatnot, but I don't put much stock in it, as I've said it's a rabbit-hole with little bearing on anything. </p><p>Can you do the same characters, in the same genre, in the same situations, and tell the same story? </p><p></p><p>In this case, though, I was thinking more of just the structure of the challenges. Can you have a scenario involving the elements in question, and resolve it, depending on edition, with as much interest & agency as I ever got out of Traveler (and I did play it more than a bit in the 80s - I'll laugh if 'Classic' Traveler is nothing like it was then, though I suppose I won't be too suprised).</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7447665, member: 996"] I may be thinking more of Traveler as in the 'Characters & Combat' booklet, back in the day, vs /some/ d20 game. But, no, I'm not impressed by long or open-ended lists of skills, quite the opposite: I think they can undermine play by 'creating incompetence.' (and, for the record, the 3e/PF skill list is too long) Remove "out-of-combat" and I'd agree with that sentence. ;P Seriously, though, if you had a build designed to optimize a skill or something, then it could be every bit as effective as magic in it's area of specialty. Because in-class, and because stat + skill, right? Ranks could pretty easily be the most significant portion of a skill bonus, and, yeah, I know 2 is pretty good in Traveler (at least it was, 1 was perfectly competent, IIRC), and the scale is completely different thanks to d20's proclivities... I haven't played it in over 10 years (and never played it much, the "Stat Hero" classes in place of archetypes did not appeal) and can't say I recall details, but I'd be mildly surprised if there was no way to do some equivalent of cross-classing to get a slightly against-type skill or other trick. I know the topic drifted to aping other games feelz and system-artifacts and whatnot, but I don't put much stock in it, as I've said it's a rabbit-hole with little bearing on anything. Can you do the same characters, in the same genre, in the same situations, and tell the same story? In this case, though, I was thinking more of just the structure of the challenges. Can you have a scenario involving the elements in question, and resolve it, depending on edition, with as much interest & agency as I ever got out of Traveler (and I did play it more than a bit in the 80s - I'll laugh if 'Classic' Traveler is nothing like it was then, though I suppose I won't be too suprised). [/QUOTE]
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