Scribe
Legend
I disagree. Fighters get to choose what they're good at just like everybody else.
OK.
I disagree. Fighters get to choose what they're good at just like everybody else.
You do realize there was more to that message?
You do realize there was more to that message?
I think you're vastly overoptimistic in how often one can avoid that sort of thing. And rolling against an attribute is a poor man's skill substitute (since it can show aptitude but not training). If what you need is at the top of a mountain, no roleplaying it through will allow you to avoid needing to make whatever number of climbing rolls the GM decides (and that construct tells you there's a problem too, since that's probably not a decision that should need to be pulled out of thin air).
My point is, you could just narrate the offense you're trying, have the GM narrate the defense the opponent is doing, and then resolve the attack based on that. I've seen that approach in other contexts, and its no more arbitrary than trying to narrate a climbing attemp.
I'll give you that some things being all-or-nothing and combat being multiple checks creates some odd dynamics here, but that's the reason I used climbing and swimming as examples; those aren't usually all or nothing either except in the most simple cases, analogous to the killing-the-rat-with-your-sword situations.
Says who? We roll each attack, in some editions we avoid potential combat.
This isnt a 5e thread.
If you want a game as granular in every activity as Combat has traditionally been? Sure, roll every hand hold, every time you set your rope on a hook, every knot tie.
Thats....not how I would ever play but sure. There is a reason combat is broken out so much into its own thing, and near everything else isnt.
Sure, but are any of them implementing systems for checks that are even close to Combat?
Again there is an expectation, traditionally reinforced, in Combat being the crunch part of the game, but I just find it hard to believe having the whole game at that level would be of benefit.
Right, but we are going off the rails here.
You can of course add whatever complexity you like, but the question at hand is, does the game improve if climbing, has the same level of granularity and crunch, as Combat?
For some, perhaps. I would argue they are a rounding error minority, but sure.
"When was it decided Fighters suck...at Climbing."
With the introduction of Skills. With the introduction of granularity into a system that frankly didnt need it.
Depends how long you expect combat to go. There are D&D adjacents where you might roll 3-5 rolls in a given combat. There are absolutely games that do that many rolls for other events to determine progress.
As for "training" I think Shadowdark's system works really well
Player: "Hey, my background is miner, so I think I should get to roll with advantage."
GM: "Sounds good."
I get that some people enjoy finer granularity, but I would argue that is scratching an itch that has little impact on the game itself. For a skill that is maybe used occasionally (swimming, climbing, etc.) the pattern of successes or failures will owe more to RNG than to some granular modifiers.
In other words, if two players wrote down all their success or failures at one of these skills, over multiple sessions, the probability that the one with more successes was actually the one with lower skill is higher than many people would assume.
But what would you actually be narrating here? In combat it could be "I try to flank the orc" "I jump on the table" "I focus more on defense than offense" "I use my XYZ power" "I drink a potion" "I pretend to drop my guard" "I heal my companion" "I drop my shield and go two-handed" "I scream my tribe's battle cry!" Etc. etc. etc.
What are the climbing equivalents? I generally try to avoid giving any IRL details about myself, or to make appeals to authority, but here I'll add that I'm an extremely experienced rock climber...and not that wussy sport/gym climbing nonsense, but day-long multi-pitch lead climbing at altitude, sometimes unroped, on both rock and ice...and I have absolutely zero idea about how I would turn climbing into amini-gamemeaningful sub-system within an RPG.