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Why I Hate Skills
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<blockquote data-quote="GrimCo" data-source="post: 9876698" data-attributes="member: 7044462"><p>No argument there.</p><p></p><p>I haven't played Dragonbane, but by your description in initial post, only way to raise skill is by rolls. So game design incentivises players to roll as much as they can. It also ties into adventure design in 2 ways. 1) It's easier to write "Room contains secret door, DC X Awarness rolls reveals them" than write few sentences of clues for players to pick up. Ideally, good adventure would have both though. 2) Since only way to raise skill is by rolling and hoping for that 1/20 that gives you opportunity for skill raise roll, you need to put generous opportunities for players to actually roll their skills.</p><p></p><p>Personally, what i would do, is grant mark on skill for clever play. Instead of rolling, if player uses skill and gives interesting description of how he uses his skill, give player that tick next to skill. It would encourage more player engagement, reduce need for safe rolls and leave rolling skills for times when outcomes are uncertain and there is consequence for failure.</p></blockquote><p></p>
[QUOTE="GrimCo, post: 9876698, member: 7044462"] No argument there. I haven't played Dragonbane, but by your description in initial post, only way to raise skill is by rolls. So game design incentivises players to roll as much as they can. It also ties into adventure design in 2 ways. 1) It's easier to write "Room contains secret door, DC X Awarness rolls reveals them" than write few sentences of clues for players to pick up. Ideally, good adventure would have both though. 2) Since only way to raise skill is by rolling and hoping for that 1/20 that gives you opportunity for skill raise roll, you need to put generous opportunities for players to actually roll their skills. Personally, what i would do, is grant mark on skill for clever play. Instead of rolling, if player uses skill and gives interesting description of how he uses his skill, give player that tick next to skill. It would encourage more player engagement, reduce need for safe rolls and leave rolling skills for times when outcomes are uncertain and there is consequence for failure. [/QUOTE]
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