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Which RPGs best model real-world skill development?
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<blockquote data-quote="Ruin Explorer" data-source="post: 9629133" data-attributes="member: 18"><p>I don't think he really did, I think D&D, conceptually, isn't that thought-through, and the OD&D XP charts aren't really like that imho. Which is unsurprising given they were essentially inventing a new form of game.</p><p></p><p>But certainly with 3rd edition, it gets much more extremely far from that. BAB is a straight linear climb, as are skills, HP increase in a linear way forever rather than slowing drastically at 10th, 4E is the same way. 5E is particularly weird in that skills don't mean as much as they used to mathematically, and in 5E 2014 you generally couldn't even gain new skills as you levelled up (barring a few classes/subclasses), unless you used Feats.</p><p></p><p></p><p>The problem with BRP is that it doesn't model practice or steady usage, AFAIK, and you learn nothing from failure, only from success (which seems actively perverse). To increase it you then have to roll over it, but you don't even get to check if the roll failed.</p><p></p><p>Still it is a lot better than most RPGs, and it would be easy enough to change it so failing was what triggered the check to increase (and indeed it's been around so long I'd be surprised if it wasn't an optional rule in some version of BRP).</p><p></p><p></p><p>But what is "combat"? Is sparring combat? Semi-contact? Full-contact? Or is it only "in the wild" or "to the death" combat or similar? So I'm not sure there's a bright line there. And similarly, most skills don't really have that - it's more like practice and challenging situations for most skills, and you kind of need both to develop them.</p><p></p><p>I think one thing that's fairly random in game design too is how well the account for the sheer 0-60 a lot of people (especially younger people) can do with skills, and don't really account for people being "naturals" at skills either, nor necessarily differentiate between a skill you can be a "natural" at (mostly physical ones) or one that simply requires a lot of training because it is very complicated.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9629133, member: 18"] I don't think he really did, I think D&D, conceptually, isn't that thought-through, and the OD&D XP charts aren't really like that imho. Which is unsurprising given they were essentially inventing a new form of game. But certainly with 3rd edition, it gets much more extremely far from that. BAB is a straight linear climb, as are skills, HP increase in a linear way forever rather than slowing drastically at 10th, 4E is the same way. 5E is particularly weird in that skills don't mean as much as they used to mathematically, and in 5E 2014 you generally couldn't even gain new skills as you levelled up (barring a few classes/subclasses), unless you used Feats. The problem with BRP is that it doesn't model practice or steady usage, AFAIK, and you learn nothing from failure, only from success (which seems actively perverse). To increase it you then have to roll over it, but you don't even get to check if the roll failed. Still it is a lot better than most RPGs, and it would be easy enough to change it so failing was what triggered the check to increase (and indeed it's been around so long I'd be surprised if it wasn't an optional rule in some version of BRP). But what is "combat"? Is sparring combat? Semi-contact? Full-contact? Or is it only "in the wild" or "to the death" combat or similar? So I'm not sure there's a bright line there. And similarly, most skills don't really have that - it's more like practice and challenging situations for most skills, and you kind of need both to develop them. I think one thing that's fairly random in game design too is how well the account for the sheer 0-60 a lot of people (especially younger people) can do with skills, and don't really account for people being "naturals" at skills either, nor necessarily differentiate between a skill you can be a "natural" at (mostly physical ones) or one that simply requires a lot of training because it is very complicated. [/QUOTE]
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