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What needs to be fixed in 5E?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5711712" data-attributes="member: 82106"><p>What with that system will stop someone from just using all their points on the key adventuring skills? In 95% of all campaigns anything else comes up once in a blue moon on an odd numbered Friday. Even 2e NWPs had that issue, EVERYONE took Blind Fighting if they were human, it was just suicidally dumb not to.</p><p></p><p>I'd be happy enough with skill powers that you could add to your character at specific bonus values. That way even a guy that just gets the basic training and never adds to his skill in other ways, will get them EVENTUALLY, but the more focused character will get them earlier. So it isn't a bad suggestion.</p><p></p><p>I gotta say though, there's another really annoying issue with an open skill list, or even an extensive one. I run into this with CoC all the time, and finally just heavily edited its list. The things overlap all the heck all over the place. This is sort of the opposite of what CJ was saying about math. In a game situation what skill counts. If you have 'analytical geometry' and 'linear algebra' which one actually lets you calculate the possible family of orbits of an ice moon around its primary? I can almost guarantee you the DM has no idea. Neither does some module designer. The upshot is that even if you have this big skill list, particularly in knowledge/craft sort of skills, you can't differentiate enough for it to matter as a practical element of play.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5711712, member: 82106"] What with that system will stop someone from just using all their points on the key adventuring skills? In 95% of all campaigns anything else comes up once in a blue moon on an odd numbered Friday. Even 2e NWPs had that issue, EVERYONE took Blind Fighting if they were human, it was just suicidally dumb not to. I'd be happy enough with skill powers that you could add to your character at specific bonus values. That way even a guy that just gets the basic training and never adds to his skill in other ways, will get them EVENTUALLY, but the more focused character will get them earlier. So it isn't a bad suggestion. I gotta say though, there's another really annoying issue with an open skill list, or even an extensive one. I run into this with CoC all the time, and finally just heavily edited its list. The things overlap all the heck all over the place. This is sort of the opposite of what CJ was saying about math. In a game situation what skill counts. If you have 'analytical geometry' and 'linear algebra' which one actually lets you calculate the possible family of orbits of an ice moon around its primary? I can almost guarantee you the DM has no idea. Neither does some module designer. The upshot is that even if you have this big skill list, particularly in knowledge/craft sort of skills, you can't differentiate enough for it to matter as a practical element of play. [/QUOTE]
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What needs to be fixed in 5E?
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