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What's Your "Sweet Spot" for a Skill system?
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<blockquote data-quote="Pedantic" data-source="post: 8959985" data-attributes="member: 6690965"><p>Skill systems seem routinely to be designed in the precise inverse manner I want to use them. I want to know what actions each skill allows me to take, and how difficult all of those actions are. Instead, we tend to come up with a set of descriptive terms of what we think a character should be able to do, and then maybe create/assign actions to them thereafter. Then, skill selection should primarily be a strategic choice players make, to let them use some amount of those actions that are broken up between them at the desired level of efficiency.</p></blockquote><p></p>
[QUOTE="Pedantic, post: 8959985, member: 6690965"] Skill systems seem routinely to be designed in the precise inverse manner I want to use them. I want to know what actions each skill allows me to take, and how difficult all of those actions are. Instead, we tend to come up with a set of descriptive terms of what we think a character should be able to do, and then maybe create/assign actions to them thereafter. Then, skill selection should primarily be a strategic choice players make, to let them use some amount of those actions that are broken up between them at the desired level of efficiency. [/QUOTE]
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What's Your "Sweet Spot" for a Skill system?
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