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What's Your "Sweet Spot" for a Skill system?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 9203965" data-attributes="member: 710"><p>One thing that occured to me also: Sometimes you kinda want skills to cover certain things, but not all skills are really equally important. (Sometimes based on the game itself, sometimes based on the specific campaign).</p><p></p><p>It would be nice if the game has a way to highlight such skills, possibly making the less important ones cheaper or them being put in a seperate "silo", to be paid with a different character creation and advancement "currency" so that being good at a skill of less importance doesn't mean you accidentally suck at something everyone is expected to participate in. </p><p></p><p>I mentioned that combat skills in D&D tend to not work like "normal" skills, and that can be an example - because everyone needs an attack bonus and an armor class since combats are expected to happen often or at least are fairly important for most campaigns.</p><p></p><p>In a subterfuge and infiltration game or campaign, lip reading or deciphering encoded scripts might be a much more potent skill, while armorcrafting is of minor importance. In some other game (or camapgin), armor crafting might be crucial because players are expected to build custom-made armor for their party and can't just randomly find or purchase them, while deciphering encoded scripts comes up never.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 9203965, member: 710"] One thing that occured to me also: Sometimes you kinda want skills to cover certain things, but not all skills are really equally important. (Sometimes based on the game itself, sometimes based on the specific campaign). It would be nice if the game has a way to highlight such skills, possibly making the less important ones cheaper or them being put in a seperate "silo", to be paid with a different character creation and advancement "currency" so that being good at a skill of less importance doesn't mean you accidentally suck at something everyone is expected to participate in. I mentioned that combat skills in D&D tend to not work like "normal" skills, and that can be an example - because everyone needs an attack bonus and an armor class since combats are expected to happen often or at least are fairly important for most campaigns. In a subterfuge and infiltration game or campaign, lip reading or deciphering encoded scripts might be a much more potent skill, while armorcrafting is of minor importance. In some other game (or camapgin), armor crafting might be crucial because players are expected to build custom-made armor for their party and can't just randomly find or purchase them, while deciphering encoded scripts comes up never. [/QUOTE]
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