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Why I Hate Skills
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<blockquote data-quote="Bill Zebub" data-source="post: 9881142" data-attributes="member: 7031982"><p>That's pretty much what I've been trying to say. </p><p></p><p>I combine player skill (real decision making with stakes) and character skill (dice rolling) all the time. My complaint is that the existence of skills has a corrosive effect that leads to treating those skills as buttons, by players, GMs, and writers.*</p><p></p><p>In games where you don't have skills, but you sometimes apply an attribute modifier to a roll if it seems relevant, I don't see the symptoms nearly as much.</p><p></p><p>*And honestly my main complaint is about the adventures: it is much harder to design challenges that have genuine stakes and decision-making, which means it's hard to just edit adventures on the fly. It's one thing to tell a player with "bad habits" (in my opinion) to stop saying, "I check for traps!", and it's another thing to improvise interesting traps with telegraphs while running the adventure.</p></blockquote><p></p>
[QUOTE="Bill Zebub, post: 9881142, member: 7031982"] That's pretty much what I've been trying to say. I combine player skill (real decision making with stakes) and character skill (dice rolling) all the time. My complaint is that the existence of skills has a corrosive effect that leads to treating those skills as buttons, by players, GMs, and writers.* In games where you don't have skills, but you sometimes apply an attribute modifier to a roll if it seems relevant, I don't see the symptoms nearly as much. *And honestly my main complaint is about the adventures: it is much harder to design challenges that have genuine stakes and decision-making, which means it's hard to just edit adventures on the fly. It's one thing to tell a player with "bad habits" (in my opinion) to stop saying, "I check for traps!", and it's another thing to improvise interesting traps with telegraphs while running the adventure. [/QUOTE]
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Why I Hate Skills
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