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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
When Was it Decided Fighters Should Suck at Everything but Combat?
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<blockquote data-quote="Bill Zebub" data-source="post: 9855482" data-attributes="member: 7031982"><p>Which is exactly what I'm advocating for: the individual options within the combat being player decisions/trade-offs.</p><p></p><p></p><p></p><p>Yes that is <em>precisely</em> how I handle skill challenges: construct trade-offs. But those are always situational and improvised. Trading speed vs. risk isn't a general purpose climbing mechanic, because in lots of situations there's no time pressure. Which I guess is really a roundabout way of getting to my rule of thumb: that characters will tend to succeed at regular tasks unless there is some kind of complicating factor. If I can't think of a good, interesting trade-off that is a hard decision, I try to avoid dice rolling.</p><p></p><p>So I guess what I'm saying is: yes, I do use some form of "skills" (even if it's just attribute based), but they tend to be like a single decision-point in a combat. I still don't see a general way to make them like combat overall, with formal rules that govern the whole shebang, but more Dungeon World-like, where the player wants to do something and the GM says, "Ok, I'll make you a deal..."</p><p></p><p></p><p></p><p>Yup, and I hate that.</p><p></p><p></p><p></p><p>I skipped 4e, but I understand the AEDU concept (if I got those letters right) and it's exactly what I don't like. It feels very video-gamey to me. It's <em>possible</em> to find an in-fiction interpretation ("No...no...I only Cleaved once during the fight simply because there was only one good opportunity, it had nothing to do with a metagame restriction!") but it's a kind of gamism I don't like. At least in my RPGs. If an ability <em>must</em> be limited artificially I'd rather have it on a recharge die, which is easier to fluff as opportunity. IMO.</p></blockquote><p></p>
[QUOTE="Bill Zebub, post: 9855482, member: 7031982"] Which is exactly what I'm advocating for: the individual options within the combat being player decisions/trade-offs. Yes that is [I]precisely[/I] how I handle skill challenges: construct trade-offs. But those are always situational and improvised. Trading speed vs. risk isn't a general purpose climbing mechanic, because in lots of situations there's no time pressure. Which I guess is really a roundabout way of getting to my rule of thumb: that characters will tend to succeed at regular tasks unless there is some kind of complicating factor. If I can't think of a good, interesting trade-off that is a hard decision, I try to avoid dice rolling. So I guess what I'm saying is: yes, I do use some form of "skills" (even if it's just attribute based), but they tend to be like a single decision-point in a combat. I still don't see a general way to make them like combat overall, with formal rules that govern the whole shebang, but more Dungeon World-like, where the player wants to do something and the GM says, "Ok, I'll make you a deal..." Yup, and I hate that. I skipped 4e, but I understand the AEDU concept (if I got those letters right) and it's exactly what I don't like. It feels very video-gamey to me. It's [I]possible[/I] to find an in-fiction interpretation ("No...no...I only Cleaved once during the fight simply because there was only one good opportunity, it had nothing to do with a metagame restriction!") but it's a kind of gamism I don't like. At least in my RPGs. If an ability [I]must[/I] be limited artificially I'd rather have it on a recharge die, which is easier to fluff as opportunity. IMO. [/QUOTE]
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When Was it Decided Fighters Should Suck at Everything but Combat?
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