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Why I Hate Skills
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<blockquote data-quote="Bill Zebub" data-source="post: 9881397" data-attributes="member: 7031982"><p>You can't be faulted for not reading the entire thread, so I'll offer a couple of clarifications...</p><p></p><p></p><p></p><p>There isn't, or shouldn't be. But I have observed a lot of substitution of "Can I roll X?" in place of genuine problem solving, not just in how players play but in how adventures are written. I'm positing that the existence of skills leads to that mindset.</p><p></p><p>But I have offered multiple examples of how player problem solving <em>can be</em> combined with character's using skill.</p><p></p><p></p><p></p><p>Not quite sure how GM skill is a factor in how adventures are written, except to the extent that it can require difficult improvisation to turn "A successful X check will result in Y" into an interesting challenge with consequences on the fly. But ok.</p><p></p><p></p><p></p><p>And I really do not understand what you mean by that. How does that relate to the problem of locks just being RNG checks? Because if they fail the check, I should remind them of that thing in their backstory where their parents locked them in the attic and they couldn't get out, and now they should roleplay emergent trauma? Or what?</p></blockquote><p></p>
[QUOTE="Bill Zebub, post: 9881397, member: 7031982"] You can't be faulted for not reading the entire thread, so I'll offer a couple of clarifications... There isn't, or shouldn't be. But I have observed a lot of substitution of "Can I roll X?" in place of genuine problem solving, not just in how players play but in how adventures are written. I'm positing that the existence of skills leads to that mindset. But I have offered multiple examples of how player problem solving [I]can be[/I] combined with character's using skill. Not quite sure how GM skill is a factor in how adventures are written, except to the extent that it can require difficult improvisation to turn "A successful X check will result in Y" into an interesting challenge with consequences on the fly. But ok. And I really do not understand what you mean by that. How does that relate to the problem of locks just being RNG checks? Because if they fail the check, I should remind them of that thing in their backstory where their parents locked them in the attic and they couldn't get out, and now they should roleplay emergent trauma? Or what? [/QUOTE]
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