Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
Community
General Tabletop Discussion
*TTRPGs General
Why I Hate Skills
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Flying Toaster" data-source="post: 9876597" data-attributes="member: 7052563"><p>Discussions about skill systems often lead to debates about player skill vs. character skill, but they also raise questions about what skilled play consists of anyway. </p><p></p><p>Skilled play might be creative engagement with the objects the GM has placed in a location, but players might well be justified in their paranoia about touching unknown stuff. Is skilled play dungeon crawling like it’s 1979, poking every square inch of each level with a pointèd stick, I mean, ten foot pole? IIRC Gary Gygax ranted about that sort of thing in the 1E DMG, and invented monsters like Ear Seekers and Mimics in order to punish over-cautious play, but gonzo deathtrap dungeons taught us that too much caution was never enough. </p><p></p><p>In junior high we “beat” S1 <strong>Tomb of Horrors</strong> and I6 <strong>Ravenloft</strong> by treating them as something akin to escape rooms, and the goal was to get out ASAP without touching anything that would get everybody killed. Of course we missed most of the content that way, but since most of the content was trying to kill us, we may well ask why we wanted to play those modules in the first place... <img class="smilie smilie--emoji" alt="🤔" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f914.png" title="Thinking face :thinking:" data-shortname=":thinking:" loading="lazy" width="64" height="64" /></p><p></p><p>Dwarves and Elves both had passive sensing abilities as far back as the early editions, so did skilled play involve making sure there was at least one of each in your party? Passive perception is not the most exciting game mechanic ever, but it sure came in handy when secret doors might be sprinkled in at random. These would block access to at least one room, or even whole areas of the dungeon, so they had to be found somehow. Sometimes people do just get lucky and notice something others do not, especially because fortune favors the prepared mind.</p><p></p><p>What might happen if passive perception became less necessary, because secret doors worked the same way traps work in some OSR games? They would mostly appear in logical places the players might expect, so the goal would be to figure them out rather than to find them. In LOTR Gandalf knows for a fact that there is a secret door into Moria, so the challenge is to use his knowledge to guess how they hid it. But interesting challenges like that require a fair amount of prep work for the GM. </p><p></p><p>I don’t have a perfect solution, but then again I tend to like skill systems anyway, and usually prefer rules over rulings if a particular situation that requires one or the other is going to occur regularly. I like to have codified rules for skills that let the players strategize a bit based on a realistic assessment of the odds, rather than trying to guess what the right answer is based on the psychology and tastes of their GM. But there is always a risk of adding too much crunch that way.</p></blockquote><p></p>
[QUOTE="Flying Toaster, post: 9876597, member: 7052563"] Discussions about skill systems often lead to debates about player skill vs. character skill, but they also raise questions about what skilled play consists of anyway. Skilled play might be creative engagement with the objects the GM has placed in a location, but players might well be justified in their paranoia about touching unknown stuff. Is skilled play dungeon crawling like it’s 1979, poking every square inch of each level with a pointèd stick, I mean, ten foot pole? IIRC Gary Gygax ranted about that sort of thing in the 1E DMG, and invented monsters like Ear Seekers and Mimics in order to punish over-cautious play, but gonzo deathtrap dungeons taught us that too much caution was never enough. In junior high we “beat” S1 [B]Tomb of Horrors[/B] and I6 [B]Ravenloft[/B] by treating them as something akin to escape rooms, and the goal was to get out ASAP without touching anything that would get everybody killed. Of course we missed most of the content that way, but since most of the content was trying to kill us, we may well ask why we wanted to play those modules in the first place... 🤔 Dwarves and Elves both had passive sensing abilities as far back as the early editions, so did skilled play involve making sure there was at least one of each in your party? Passive perception is not the most exciting game mechanic ever, but it sure came in handy when secret doors might be sprinkled in at random. These would block access to at least one room, or even whole areas of the dungeon, so they had to be found somehow. Sometimes people do just get lucky and notice something others do not, especially because fortune favors the prepared mind. What might happen if passive perception became less necessary, because secret doors worked the same way traps work in some OSR games? They would mostly appear in logical places the players might expect, so the goal would be to figure them out rather than to find them. In LOTR Gandalf knows for a fact that there is a secret door into Moria, so the challenge is to use his knowledge to guess how they hid it. But interesting challenges like that require a fair amount of prep work for the GM. I don’t have a perfect solution, but then again I tend to like skill systems anyway, and usually prefer rules over rulings if a particular situation that requires one or the other is going to occur regularly. I like to have codified rules for skills that let the players strategize a bit based on a realistic assessment of the odds, rather than trying to guess what the right answer is based on the psychology and tastes of their GM. But there is always a risk of adding too much crunch that way. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Why I Hate Skills
Top