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General Tabletop Discussion
*TTRPGs General
What's Your "Sweet Spot" for a Skill system?
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<blockquote data-quote="loverdrive" data-source="post: 8962507" data-attributes="member: 7027139"><p>As always, I'm gonna be unhelpful.</p><p></p><p>Skill list should be as short as possible, but not any shorter. All skills must be</p><ul> <li data-xf-list-type="ul">a) useful</li> <li data-xf-list-type="ul">b) irreplaceable</li> </ul><p>for whatever the game focuses on.</p><p></p><p>Should "Shoot" and "Fight" be two different skills? Only if both are viable <em>and </em>there's an added depth by separating them. If you (as a group playing the system) are unlikely to resort to violence at all, who cares whether you can't shoot or can't brawl? If you'll probably have only one "muscle" character who does all the violence, who cares whether they use a machinegun or their bare fists?</p><p></p><p>Overall, I'm very wary of any kind of hyper-specialization in RPGs, be it in a form of very narrow skills, special abilities or whatever, since as a general rule, there's only one character per player and there are only 3-4-5 players, which naturally means that generalists will always be more viable than specialists, not only in terms of effectiveness, but more importantly, ability to actually play the damn game.</p><p></p><p>Videogames here have two distinct advantages that TTRPGs don't possess:</p><ul> <li data-xf-list-type="ul">a) You can <em>replay</em> a videogame and see for yourself how much (or, sadly, little) changes if you go for a different build, making the differences much more apparent</li> <li data-xf-list-type="ul">b) The simple fact that you can have much more complex and nuanced gameplay, where a little tweak goes a long way to influence the game feel. You can't do that when at the end of the day, you are just rolling dice.</li> </ul></blockquote><p></p>
[QUOTE="loverdrive, post: 8962507, member: 7027139"] As always, I'm gonna be unhelpful. Skill list should be as short as possible, but not any shorter. All skills must be [LIST] [*]a) useful [*]b) irreplaceable [/LIST] for whatever the game focuses on. Should "Shoot" and "Fight" be two different skills? Only if both are viable [I]and [/I]there's an added depth by separating them. If you (as a group playing the system) are unlikely to resort to violence at all, who cares whether you can't shoot or can't brawl? If you'll probably have only one "muscle" character who does all the violence, who cares whether they use a machinegun or their bare fists? Overall, I'm very wary of any kind of hyper-specialization in RPGs, be it in a form of very narrow skills, special abilities or whatever, since as a general rule, there's only one character per player and there are only 3-4-5 players, which naturally means that generalists will always be more viable than specialists, not only in terms of effectiveness, but more importantly, ability to actually play the damn game. Videogames here have two distinct advantages that TTRPGs don't possess: [LIST] [*]a) You can [I]replay[/I] a videogame and see for yourself how much (or, sadly, little) changes if you go for a different build, making the differences much more apparent [*]b) The simple fact that you can have much more complex and nuanced gameplay, where a little tweak goes a long way to influence the game feel. You can't do that when at the end of the day, you are just rolling dice. [/LIST] [/QUOTE]
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