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What needs to be fixed in 5E?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5711673" data-attributes="member: 82106"><p>'personality' may not be the right word, but 'propensity' or something like that probably is. If you do a lot of lying you get good at it, but you also shape your methods around that, so having Bluff training to represent being 'apt to prevaricate' really isn't that big of an issue. </p><p></p><p>Like I said before though, I don't think this was all some kind of carefully premeditated design concept on the part of the 4e devs. I think it is more of an emergent characteristic of the system, something you pull out of it. I don't think the system in its exact present form is perfectly suited to it either. Not all types of skills fit perfectly with it.</p><p></p><p>Going back to where Danny talked about Dungeoneering for instance. Being 'knowledgeable' in a general sense is something of a predilection but knowing specific information about a given topic still requires actually having studied that topic, or at least being familiar with it. The specific Arcana, etc knowledge areas thus might not ideally be fitted in at the same level with social skills or physical skills. They might be represented by a bonus or something that you acquire as a class feature or a feat etc.</p><p></p><p>Basically where I stand is that skills need to remain within the same d20 resolution mechanism as the rest of the game, that's vital. The key skill areas you need in order to adventure need to be broad and few in number and a closed list as they are in 4e. Other things CAN be acquirable in some fashion, but they should probably be like backgrounds where you pretty much gain them through backstory. Nobody is picking up a fiddle and beating the devil without many years of focused practice. I find the whole 'spend a resource and your good at this thing' as distasteful as Danny finds not having a number to describe your fiddle playing. </p><p></p><p>Within those parameters there is definitely room to apply some tweaks. IMHO they aren't really particularly needed, but there you are, if you have preferences you're bound to find out they aren't always shared <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5711673, member: 82106"] 'personality' may not be the right word, but 'propensity' or something like that probably is. If you do a lot of lying you get good at it, but you also shape your methods around that, so having Bluff training to represent being 'apt to prevaricate' really isn't that big of an issue. Like I said before though, I don't think this was all some kind of carefully premeditated design concept on the part of the 4e devs. I think it is more of an emergent characteristic of the system, something you pull out of it. I don't think the system in its exact present form is perfectly suited to it either. Not all types of skills fit perfectly with it. Going back to where Danny talked about Dungeoneering for instance. Being 'knowledgeable' in a general sense is something of a predilection but knowing specific information about a given topic still requires actually having studied that topic, or at least being familiar with it. The specific Arcana, etc knowledge areas thus might not ideally be fitted in at the same level with social skills or physical skills. They might be represented by a bonus or something that you acquire as a class feature or a feat etc. Basically where I stand is that skills need to remain within the same d20 resolution mechanism as the rest of the game, that's vital. The key skill areas you need in order to adventure need to be broad and few in number and a closed list as they are in 4e. Other things CAN be acquirable in some fashion, but they should probably be like backgrounds where you pretty much gain them through backstory. Nobody is picking up a fiddle and beating the devil without many years of focused practice. I find the whole 'spend a resource and your good at this thing' as distasteful as Danny finds not having a number to describe your fiddle playing. Within those parameters there is definitely room to apply some tweaks. IMHO they aren't really particularly needed, but there you are, if you have preferences you're bound to find out they aren't always shared ;) [/QUOTE]
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