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What needs to be fixed in 5E?
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<blockquote data-quote="Crazy Jerome" data-source="post: 5711698" data-attributes="member: 54877"><p>As far as what I would do about skills, if I wanted a simulation, I'd separate the scope of the skill from the "power" of the skills. You'd use something like a skill roll that increases to represent how difficult are the things you can accomplish. You'd use some seperate picks off lists to represent how widespread this skill could be applied. (And people would get lots of picks just being alive.)</p><p> </p><p>Using KarinsDads' example of mathematics, it is pretty difficult to learn Trig without learning Algebra (though I did tutor a lady once that managed that trick). It is not so difficult to learn Statistics but not Trig, or vice versa. Yet, a person with that aptitude for mathematics will find going from Trig to Statistics easier than the one learning Statistics cold. Nor does it stop there. Someone solid in math will generally have an easier time with Logic in a philosophy class. There is crossover between some music and math (at the brain level, proven). </p><p> </p><p>Saying a person was, say, a Mathematics +10 because they knew Algebra and Trig--then they went to +12, and now they know Statistics--is off. The skill broadened. They didn't get better at Trig by studying Statistics. A skill system that treats scope as part of the same increase in the skill roll is making a trade away from simulation of the skill being modeled (per the plain meaning of the label attached to it) for game play purposes. That is the exact same kind of trade that 4E makes in its model. It merely makes the trade in a different place.</p><p> </p><p>Edit: Note that none of this post is disagreeing with the conclusion of Abduls' previous post. A system that separates scope and "power" into different mechanical widgets is not going to meet his criteria. It will merely acknowledge the complete lack of trying in most skill systems, and try to grab all the "low hanging fruit" that can be grabbed without totally going all Phoenix Command on the system. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5711698, member: 54877"] As far as what I would do about skills, if I wanted a simulation, I'd separate the scope of the skill from the "power" of the skills. You'd use something like a skill roll that increases to represent how difficult are the things you can accomplish. You'd use some seperate picks off lists to represent how widespread this skill could be applied. (And people would get lots of picks just being alive.) Using KarinsDads' example of mathematics, it is pretty difficult to learn Trig without learning Algebra (though I did tutor a lady once that managed that trick). It is not so difficult to learn Statistics but not Trig, or vice versa. Yet, a person with that aptitude for mathematics will find going from Trig to Statistics easier than the one learning Statistics cold. Nor does it stop there. Someone solid in math will generally have an easier time with Logic in a philosophy class. There is crossover between some music and math (at the brain level, proven). Saying a person was, say, a Mathematics +10 because they knew Algebra and Trig--then they went to +12, and now they know Statistics--is off. The skill broadened. They didn't get better at Trig by studying Statistics. A skill system that treats scope as part of the same increase in the skill roll is making a trade away from simulation of the skill being modeled (per the plain meaning of the label attached to it) for game play purposes. That is the exact same kind of trade that 4E makes in its model. It merely makes the trade in a different place. Edit: Note that none of this post is disagreeing with the conclusion of Abduls' previous post. A system that separates scope and "power" into different mechanical widgets is not going to meet his criteria. It will merely acknowledge the complete lack of trying in most skill systems, and try to grab all the "low hanging fruit" that can be grabbed without totally going all Phoenix Command on the system. :) [/QUOTE]
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