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What should the skill list look like?
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<blockquote data-quote="slobo777" data-source="post: 6023523" data-attributes="member: 6694877"><p>Right, this can go round in circles with point/counter-point. Both are right to want what you want from a game, and both wrong to assume that what you want is somehow a constraint on D&D Next's skill system.</p><p> [MENTION=6689464]KaiiLurker[/MENTION] - I don't want a skill system that means I have to choose 20 out of 90 things that my character can do well. Too much, especially if 10 of my 20 abilities never get used in actual play.</p><p> [MENTION=6684526]GreyICE[/MENTION] - the reductio ad absurdum of your argument is when I want a wizard who was also the world's greatest swordsman, but the game system doesn't allow me to do it. I'm being "punished"?</p><p></p><p>Whether or not a "skill" (or in fact any character ability/description) is part of game mechanics or part of open-ended RP surely depends on how often the mechanical use of the skill would actually turn up in play, and make a difference to the game. Hence combat skills are heavily codified and sub-categorised, whilst fishing does not have its own separate rating.</p><p></p><p>A game world or campaign where "Bardic Voice" has regular impact outside of colour - there are multiple performances, competitions where success/failure is of interest, and changes the path of an adventure - benefits with a skill for it, and players should absolutely have to invest character build into it.</p><p></p><p>A game world or campaign where an actual roll of the skill might come up a couple of times at most, suffers from the inclusion of the skill. At best it's a waste of space, at worst it blocks expression of fun ideas (such as GreyIce's background), or requires them to spend build resources for RP-only opportunities.</p></blockquote><p></p>
[QUOTE="slobo777, post: 6023523, member: 6694877"] Right, this can go round in circles with point/counter-point. Both are right to want what you want from a game, and both wrong to assume that what you want is somehow a constraint on D&D Next's skill system. [MENTION=6689464]KaiiLurker[/MENTION] - I don't want a skill system that means I have to choose 20 out of 90 things that my character can do well. Too much, especially if 10 of my 20 abilities never get used in actual play. [MENTION=6684526]GreyICE[/MENTION] - the reductio ad absurdum of your argument is when I want a wizard who was also the world's greatest swordsman, but the game system doesn't allow me to do it. I'm being "punished"? Whether or not a "skill" (or in fact any character ability/description) is part of game mechanics or part of open-ended RP surely depends on how often the mechanical use of the skill would actually turn up in play, and make a difference to the game. Hence combat skills are heavily codified and sub-categorised, whilst fishing does not have its own separate rating. A game world or campaign where "Bardic Voice" has regular impact outside of colour - there are multiple performances, competitions where success/failure is of interest, and changes the path of an adventure - benefits with a skill for it, and players should absolutely have to invest character build into it. A game world or campaign where an actual roll of the skill might come up a couple of times at most, suffers from the inclusion of the skill. At best it's a waste of space, at worst it blocks expression of fun ideas (such as GreyIce's background), or requires them to spend build resources for RP-only opportunities. [/QUOTE]
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