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What's Your "Sweet Spot" for a Skill system?
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<blockquote data-quote="Emberashh" data-source="post: 9202172" data-attributes="member: 7040941"><p>While this is hyberbolic, I do actually agree when it comes to something like Survival ala 5e. It combines way too much for no good reason, while other skills that could be combined (religion, history, etc) stand alone, again with no underlying logic. </p><p></p><p>By my reckoning (ie in my game), Survival could stand to be split amongst Survival, Tracking, Pathfinding, and Foraging at least. You could also split out Cooking, though I wouldn't. Survival itself depresses into being about actual survival skills, dealing with camps and campsites, cooking, facing the weather, etc. </p><p></p><p>The reasoning for the split is just fidelity. Not every person who'd be specifically skilled in one of these skills is going to also be skilled in the others. </p><p></p><p>But at the same time, its also an efficiency issue, which is why I don't split out Cooking; it doesn't have broad enough use to stand up against the rest of the Skills. </p><p></p><p>Which also leads into the fact that how my game uses Skills is a pretty heavy departure from the norm in TTRPGs. Skill Design is very close to how Skyrim does it, which isn't how most anything you're going to see in a DND type game is done.</p><p></p><p>I find Skills tend to just be unsatisfying when they only exist as arbitrary ribbons to ensure the game can support non-combat scenarios. I much prefer Skills that not only introduce new and defined capabilities but are also directly integrated into progression, ala the Skyrim/BRP heritage.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9202172, member: 7040941"] While this is hyberbolic, I do actually agree when it comes to something like Survival ala 5e. It combines way too much for no good reason, while other skills that could be combined (religion, history, etc) stand alone, again with no underlying logic. By my reckoning (ie in my game), Survival could stand to be split amongst Survival, Tracking, Pathfinding, and Foraging at least. You could also split out Cooking, though I wouldn't. Survival itself depresses into being about actual survival skills, dealing with camps and campsites, cooking, facing the weather, etc. The reasoning for the split is just fidelity. Not every person who'd be specifically skilled in one of these skills is going to also be skilled in the others. But at the same time, its also an efficiency issue, which is why I don't split out Cooking; it doesn't have broad enough use to stand up against the rest of the Skills. Which also leads into the fact that how my game uses Skills is a pretty heavy departure from the norm in TTRPGs. Skill Design is very close to how Skyrim does it, which isn't how most anything you're going to see in a DND type game is done. I find Skills tend to just be unsatisfying when they only exist as arbitrary ribbons to ensure the game can support non-combat scenarios. I much prefer Skills that not only introduce new and defined capabilities but are also directly integrated into progression, ala the Skyrim/BRP heritage. [/QUOTE]
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