Psion said:
Okay, but IME/O, there are still logical sets of skills that you will obtain in certain careers and professions. A few "hobby" skill points you throw here and there are of little consequence.
OK I can see you point but how does a Commercial Driver, Iado Blackbelt, Cook, Actor, 20 years SCA and Singer fit together if all of the skills are professional level?
A class system (particuarly D&D) wouldn't allow enough skill points to achieve 5+ in of these skills without being high level or having very high stats, neither of which fit the bill for this individual
Lets take D&D as an example
I have a character 28 years old--
His background-- Grew up on a farm near the fairy woods till 10
parents ran out of town joined Gypsy caravan for 5 years
apprenticed to a wizard for 3 years
joined mercenary army as fighter for 7 years
last 2 years was an adventurer.
Recently got call to become Paladin
Now I could make him a Rogue1, Sorcerer2, Fighter 4, Paladin 1,
This would cover his skills pretty well but its clumsy, FREX what if the concept shouldn't have Flank Attack, Training in polearms, Training in platemail and so on
With a skill system
he has
Sword
knife
spear
stealth
theft
various spells
holy warrior gifts
magic power
BadaBoom Bada Bing
Are they? Perhaps strict classes, but 3e style classes allow you to select a variety of different skills.
True. There is a problem with "baggage" though. I had a character concept - Paladin With Woods Skills:
To play this I had to take a level of Ranger which gave me Ambidextarity, Species Enemy and 2W fighting that had nothing to do with the charcter concept
In a point based system I ould have bought alertness stuff, stealth and tracking and been done with it
Bunch more examples
My character concept Guy who can fight and use some magic
In class system - 5 levels of Wizard (I know a number of spells so Sorcerer is out) then 4 of fighter works ok but I also have to take Scribe Scroll, A bonus meta magic feat and the ability to have a familiar, none of which suit the character.
Point based system
Magery
Spells
weapons skills
still balanced-- done
Third example
Thief with healing gift
Grew up on the street of Unborg was product of rape, raised by orphanage. Grew up to take care of self. Learned to fight. Joined army. Has Moms healing gift. Not a nice guy
In D&D I make him a cleric, fighter, rogue--- Of course I have all the turn undead, various weapons feats, and assorted clerical and rogue baggage. In additon if the GM starts at 3rd level it will take 3 session to get better at anything.
Its easier to make the character with skill based system
weapon skills
healing talent
rogue skills
Done
Example 4: Concept Woodsman/Shapechanger
Class system, compute ecl for Shapechanger-- Oh sorry we are starting at level1 not allowed
After some weedling OK we will start at level 2
Picks class, HMM ranger I guess as Barbarian has no stealth skills
So far I have an unneeded Species enemy, Ambidext and 2w style (or its replacement) heavy and medium armor feats--
I play him a while and hit 8th level.
I have even more species enemy rubbish and spells that don't fit either
The solution? Use another class-- Sigh to solve a simple design problem I have to import another class from another game or supplement-- And if the DM wants to use core rules only well I am out of luck
Now in a skill based system
wolf form package
Woods skills
done----
Fifth problem
Unarmed fighter with inate spell ability. Dad was a Storm elemental see...
In D&D and most class based system (excep Rolemaster) not possible
Skill based system ---
martial arts abilities
inate spell power
done
Now I could make the case that, in a modern setting, you might be better off working around the model of having a majority of points go towards class skills instead of charging more (like CP 2020 and CoC), but the idea is still fundamentally correct.
I can get on board with that idea, but why bother codifing it in rules. Just tell your players "Make your skills fit your background"
If, in D&D, he has enough knowledge in magic to qualify as a member of a class (vice just some cross class ranks in K:arcana), then it's going to take more that a few spare skill points spent that way.
Its clumsy. It is easier to say "Your charcter apprenticed with a Druid but didn't become one. No problem, Buy Druid Lore at x"
You don't have to fight the system to make illogical characters -- that's not a good thing. Like I said earlier: most viable, logical, well-justified character fall along the lines of classes ANYWAYS.
What is an illogical charcter. It seems to me the burden of proof falls on the GM not the player! Rather than fighting the system to build a con man/ warrior/ wizard I can just build him as needed. If there is skill or two out of place the GM can just say "Not allowed"
Of course, because the gurps rules strongly encourage two types of characters instead of 11: the dex generalist and the int generalist.
That a good point and it is a GURPS quirk.
And IMO, they don't work because they don't encourage logical, self consistent, beleivable characters. And some, like GURPS, actually discourage them. [/B]
We will have to agree to disagree here. I have played a lot of skill based systems and I have never had the illogical character problem in any serious way. My biggest problem has ben with Illogical classes and concepts in D&D, No you can't play a Psion there aren't any. I am not using that feat or class etc
Of course I usually err on the side of fun, shrug and say
Heck its Just a game and let em play what they like
YMMV of course