thecasualoblivion
First Post
The moment that performing a haiku is as important in the game as a spot check or combat is the moment I stop playing D&D.
I don't think I am alone in this.
I don't think I am alone in this.
The moment that performing a haiku is as important in the game as a spot check or combat is the moment I stop playing D&D.
Methinks you have missed the point. It can be important is some people's games.thecasualoblivion said:The moment that performing a haiku is as important in the game as a spot check or combat is the moment I stop playing D&D.
I don't think I am alone in this.
Methinks you have missed the point. It can be important is some people's games.
QFT, I could definitely see something like this being important in a feudal era Japan inspired game. In fact I think it would probably be cool to play in something like this.
Methinks you have missed the point. It can be important is some people's games.
Granted, if you ignore the fact that all classes can now be effective negotiators and are not limited due to skill points and cross class skill limits, and that the skill challenge system allows for skills other than diplomacy, intimidate and bluff to be used in said negotiation.
Phaezen
Methinks you have missed the point. It can be important is some people's games.
There's also the point that the Skill Challenge is mechanically a bit unhinged, so that if you are using it a lot, you will start to notice imbalance. And that the open-ended nature of it rarely enhances the idea of a noncombat archetype, being that you can use many diverse skills to accomplish the same goal.
All classes being effective and other skills being useful is kind of like giving all characters the healing powers of a Leader, the marking abilties of a Defender, the area-effect of the Controller, and the damage output of a Striker and saying everything is good.
It's a valid design choice, but it lacks a certain variety that the defined roles contribute. A lack of variety in the rules implies that it isn't often to be used, because it's going to require more work to make it more interesting in repeated usage.
And it certainly reduces variety (however flawed) from 3e, stepping away from these character details in favor of a sort of noncombat socialism of equally distributed skill.![]()
If I don't have mechanics for how my character performs these things I'm talking about, I'm less inclined to waste time talking about them. If spouting haikus is important for my fighter, I want to represent that without having to be a master of spontaneous haiku myself, while still having the detail that makes me feel like that is important.
No, I mean like allowing my negotiation skills to come to the fore several times in every session by weaving them into the fabric of the game like Sneak Attack does.
Skill Challenge is okay if you don't look too closely at it, but if you try to make noncombat a big part of your game, it quickly shows itself to be in need of fixing, and lacking in variety and strategy.
Unlike, say, combat, which works pretty well, and has a lot of variety and strategy.
Why fix Sneak Attack but not Diplomacy, Craft, Perform, Profession, or a host of other skills? In my book, it's because they thought SA was more important. This leads to a game where SA is usually the better, more entertaining, more balanced option to resolve an encounter than Diplomacy is. A more combat-focused game.
Oh, I wasn't responding to you but mr. oblivion.And I'm afraid you missed my joke.