Thomas Shey
Legend
In this sense/context, how is a "skill" different from a "power" that isn't just (slightly) different mechanics? Is it just that there's a table of percentages that increase with level, instead of a fixed percentage (simplified on a die)? By that metric aren't saving throws also skills?
I'm curious about how to categorize these things in ways that aren't just alternate ways of rolling dice, so that here is an unambiguous distinction between words like "skill" and "power". The only one that I can think of that feels truly meaningful would be the distinction between:
And there might be some things of type 2 that are subclasses of type 1. E.g., anybody can attempt to pick a lock, but only those with certain powers can pick a magical lock.
- Actions that anybody can attempt, although some builds/classes have a better chance of success (attacking with a weapon, sneaking past a guard), versus...
- Actions that only some builds/classes can even attempt, or can attempt with a >0% chance of success, for people who want to be purists about action declarations (cast a spell, druid shapechange).
Anybody else have a mechanically unambiguous definition of the difference between "skill" and "power"?
You can make a distinction between things that simply "work" (in that if there is a resolution roll associated with them, they are modifiers to how the situation resolves rather than whether it resolves at all). The early thief backstab was actually a pretty good example here; you had to still roll a hit (but you'd have had to do so anyway) but the extra damage just applied automatically once the conditions occured (hitting successfully when attacking from behind and (presumably) unobserved.) Many MU spells land in this category too, far as it goes.