Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
What should the skill list look like?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Crazy Jerome" data-source="post: 6025299" data-attributes="member: 54877"><p>The problem you'll run into with that kind of system is that for the kinds of things where it applies, it will work very well. But it doesn't apply to everything. This is, in part, because a lot of skills are a synthesis of a whole host of other skills and/or (natural) talents.</p><p> </p><p>Take for example, mathematics. If you aren't naturally somewhat gifted at mathematics (or nutured very early--we don't know 100% how that works), then you won't be a great mathematician. You might be a very good one. But if you don't work hard at mathematics, then you for sure will <strong>never</strong> be even passable at upper level mathematics, regardless of talent. Training is far more important for competence up to a certain fairly high point. Talent is worthless without it. It's only when you get to the point where training has been pushed near the limits that Talent again begins to tell. And that doesn't even touch something like software development which is typically a whole host of skills pushed not individually to their limits, but the synthesis of those skills developed to some lesser degree.</p><p> </p><p></p><p>I've played around with this idea in skill systems, and it becomes more intractable the more you dig. A human "realistic" skill system would: <ol> <li data-xf-list-type="ol">Distinguish between core skills/talents versus synthesized ones made up of many of those core skills/talents.</li> <li data-xf-list-type="ol">Give talented naturals the edge against less talented beings when they are shy of some skill threshold, then have training dominate through the middle, then have "high skill+great talent" trump "high skill+less talent" on the upper range.</li> <li data-xf-list-type="ol">Have all kinds of ways for complicated abilities to cross boundaries that are a lot more sophisticated than "Dex" or "Int".</li> </ol><p>Now, whether or not that is worth doing, it is impossible to do it with something like ability mod + skill adjustment, or similar systems, no matter how much people tap dance around it and pull some misdirection with flavor. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 6025299, member: 54877"] The problem you'll run into with that kind of system is that for the kinds of things where it applies, it will work very well. But it doesn't apply to everything. This is, in part, because a lot of skills are a synthesis of a whole host of other skills and/or (natural) talents. Take for example, mathematics. If you aren't naturally somewhat gifted at mathematics (or nutured very early--we don't know 100% how that works), then you won't be a great mathematician. You might be a very good one. But if you don't work hard at mathematics, then you for sure will [B]never[/B] be even passable at upper level mathematics, regardless of talent. Training is far more important for competence up to a certain fairly high point. Talent is worthless without it. It's only when you get to the point where training has been pushed near the limits that Talent again begins to tell. And that doesn't even touch something like software development which is typically a whole host of skills pushed not individually to their limits, but the synthesis of those skills developed to some lesser degree. I've played around with this idea in skill systems, and it becomes more intractable the more you dig. A human "realistic" skill system would:[LIST=1] [*]Distinguish between core skills/talents versus synthesized ones made up of many of those core skills/talents. [*]Give talented naturals the edge against less talented beings when they are shy of some skill threshold, then have training dominate through the middle, then have "high skill+great talent" trump "high skill+less talent" on the upper range. [*]Have all kinds of ways for complicated abilities to cross boundaries that are a lot more sophisticated than "Dex" or "Int". [/LIST]Now, whether or not that is worth doing, it is impossible to do it with something like ability mod + skill adjustment, or similar systems, no matter how much people tap dance around it and pull some misdirection with flavor. :D [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What should the skill list look like?
Top