Nothing stops you from doing that with your 4e character but your own imagination. I have stuff like that on my sheets too, in every edition, in (almost) every RPG I've played. What of it? What's stopping you from doing it in 4e?
in other games, when I do, I get full value for my choices. If I choose to make my PC a flute virtuoso, that skill works the same as any other in the game.
in 4Ed, without a Perform skill, calling myself a flute virtuoso is meaningless. There are no mechanics for it.
Look at Jean Reno's character from The Professional- most people would stat that character as purely a combat monster. OTOH, my version would divert character building points away from combat abilities into horticulture and a couple of other things.
That just doesn't make sense, in game or out. That's why separate pools need to exist. It's hard to justify calling someone the deadliest assassin around if you've had to blow a bunch of resources on fluff that could have been spend more efficiently defining your primary archetype.
It may not make sense to you, but it does to me.
A skill- any skill- takes time to learn. That means time not spent doing something else. Reno's character is, without a doubt, the deadliest human on the screen for that entire movie, racking up a nice bodycount with gun, blade, and explosives. He is also quite clearly devoted to his plant. He takes on-screen risks to ensure its safety. It matters to him.
He has taken time out of his life as Bad Ass Assassin to learn how to care for it. That means he didn't learn something else. What that lack is is unclear, though it may be reflected in his interactions with Natalie Portman's character. Or it may be that he's not so good with poisons.
He's also not a farmer. He loves his plant and cares for it well, but his green thumb is limited.
So transferring a few skill points in an RPG from his assassinitude to give him the ability to care for his plant to the fullest is not nonsense, its rounding out his character.
You've just described a two-tier skill system here.
Absolutely not.
You get your skill points (or whatever the resource would be called) from the same place. The skills work the same regardless of type. You merely decide which ones you want- all combat-related, no combat-related, or a mix. You decide the utility you get from taking those skill points and using them to be a master baker or a quintessential con artist.
The other stuff is easily covered by fluff and RP.
I disagree- its a skill, and it should work like any other skill in the game.
Why does it have to be "my way or the highway" with you?
Why does it have to be "my way or the highway" with
you?
The
inclusion of the "CraPPer skills" (as you and others call them) that function identically to the other skills
in no way impacts your ability to avoid taking the "CraPPer skills".
OTOH, the
exclusion of the "CraPPer skills" directly has an effect on my ability to choose them if I so choose to do.
You refuse to give at all, but expect the reverse? We've heard a lot of criticism from you. How about you come up with something besides, "use the skill system from D&D 3.x"? I challenge you to come up with a workable compromise on this like I have. Something that gives depth of character but doesn't penalize you for doing so.
Actually, I didn't suggest using 3.X's system. I just think its better than 4Ed's. I prefer HERO's system, personally.
But the key to your position and mine is this:
I don't see giving a PC depth of character at the expense of combat efficacy to be a penalty. Its a tradeoff like any other.
I see no convincing reason why it should not be a separate pool.
Just like I see no convincing reason why it should be a separate pool.