Why I Hate Skills

If you don't want your door to be picked or broken down, you can put in an alternative type of "lock." Like having slots shaped so only certain items held by someone elsewhere in the dungeon, or a lever in a separate location operating it.

I think a good example of OSR design is that of an obvious trap, the mechanism of which is described in the adventure, so the players can manually interact with it to disable it. Maybe there are 3 obvious holes (no roll needed to spot them) on either side of the tunnel and a toxic smell. Instead of rolling, the players might put pieces of cloth on a spear and clog them from a safe distance to prevent gas coming out as they walk past. No roll needed - just clever problem-solving.

As opposed to a trap where the GM goes "Aha! You forgot to search! Now you take 13 damage from the poison pouring out of the hidden holes you didn't notice", or if they do search, goes "You find a gas trap and you disable it", by the player simply rolling, rather than through deliberate, tactile engagement with the imagined world.

But that's kind of tough to do with lock-picking unless you have some brilliant idea for a lock-picking mini-game. And sometimes players will come up with a clever way of getting through your special lock through means you did not anticipate, anyway.
 

log in or register to remove this ad

I'm just trying to wrap my head around what a PC is in a roll-playing game. I guess there's what the character is (attributes), what the character does (skills), possessions, background/history (where skills originate), and what, superficial elements? I'm sure that I'm missing a category or three, but I don't see a lot of cases in which a PC has free will/options, and isn't motivated to use her "good score," however that might manifest.

The smith solves problems by hammering them. The accountant puts them in a ledger. That's just what they do.

But yeah, I'll take the lighter mechanical approaches over class-specific proficiencies, cross-class skills, and/or skill check requirements that are baked-in to adventures.
A character in a role playing game is a heuristic that allows the player to take on the role of a character in a setting and interact with that setting despite a low information environment. By low information I mean that we don't have access to the full range of human sensory experience, nor can the players 'look around' except via questioning the GM. Different games give that heuristic different inputs, but that's what they are all doing. The interface between heuristic and setting is also further gated by the presence of other rules and fortune mechanics that delimit various kinds of setting interaction (combat for example).

Different players will look at the range of knobs and dials provided by a given game and make a vast range of decisions about how and when to use them. This is where the fuzzy creeps in, because with RPGs we are never just talking about the rules, but also how different players use (or don't use) those rules at the table.
 

Sure. It seems "skilled" is in the eye of the beholder, here. Not sure which skill you're looking for, but there's skill in designing a character, skill in knowing what one has put on the character sheet and how to use it, and skill in role-playing the character in a way that maximizes everyone's enjoyment. Even if a single roll requires no skill.

My 9 year old has very little trouble choosing lockpicking skills (in games that have such a thing) when rolling a thief. Then he also seems to have very little trouble saying, "I try to pick the lock" when coming across a lock.

Come to think of it, he was pretty skilled in that way when he was 7 years old, too.

So if we're going to describe this as a skill, I'm not sure I believe the threshold is very high.

When I talk about "using player skill" I don't mean literally picking a lock. I mean making plans and weighing tradeoffs. For example, maybe a battle is raging, and if the thief can open a lock then something good happens (you can escape, you can free an ally that can help, there's a lightsaber in the chest...whatever). So now there's a decision to make: do you use your turn to help fight, or do you use your turn to try to open the lock? If you choose the lock, how likely are you to succeed?

That's the kind of scenario where I think a lock in a dungeon can be interesting design, because the player has to make a tough decision, but the action is resolved with character skill.

(And "Can I try, too?" syndrome is self-regulating. "Sure...you may absolutely waste...I mean, spend...your turn attempting that!")


If you're disappointed that games (Dragonbane?) call for character skill instead of player skill, you might find better results from games in which you don't play a character, or a non-RPG.

Is my critique of skill systems angering you in some way, or making you feel threatened, such that you feel justified in making obnoxious comments?
 
Last edited:

Perhaps I should have expected it, but I didn't think that the idea of player skill would be so contentious. I thought the general use (in OSR playstyles for example) was pretty common. Huh.
 

Perhaps I should have expected it, but I didn't think that the idea of player skill would be so contentious. I thought the general use (in OSR playstyles for example) was pretty common. Huh.

Maybe it's because of AI: if all the skill lies in creating your character, you can do that and then let your character loose in an AI adjudicated game world. It can run a whole campaign in milliseconds, and you can look at the results and pat yourself on the back for having chosen your skills so...skillfully.
 

Recent & Upcoming Releases

Remove ads

Top