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Why I Hate Skills
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<blockquote data-quote="Blue" data-source="post: 9881435" data-attributes="member: 20564"><p>There's 24 pages to read at this moment, I want to make some comments before I see others thoughts that might influence my initial thoughts.</p><p></p><p></p><p></p><p></p><p>Would, for you personally, the skill system had worked if (a) it was only active roll that (b) had consequences (outside time spent) for failure?</p><p></p><p></p><p>This reminds me of a really poor experience I had with an early edition of Mechwarrior, which they resolved in later editions I'm told. It was the same sort of thing where rolls led to advancement, but the most roll-dense part of the game was mech combat. And one player's mech might have have two weapons, one long range and one short, and another might have an even dozen machine guns (each with their own roll) as well as other short range heat-generating weapons.</p><p></p><p>I dislike the idea of a meta-level of optimization by picking skills that get used more. And in cases like this, if not everyone can pick locks or open traps, you're the one who will get those rolls.</p><p></p><p>At least this the skill advancement seems linked to the skill used, unlike in that case.</p><p></p><p></p><p></p><p>There's math to adjust for 1 roll at X chance to be the same as Y rolls at Z chance. I wonder if a quick conversion chart for your party size would be worth it to attach to your GM screen, so that these rolls have the same chance to succeed as the adventure expects, while you're letting everyone roll.</p><p></p><p></p><p>I don't think there I would consider combat "skill use" to have a consequence. There is no penalty for failure. Sure there's the indirect issue that the time spent not succeeding can have negative consequences, just like the 15 minutes picking a lock can lead to negative consequences. But it doesn't seem that failing an attack/casting check imposes a direct consequence on the character.</p></blockquote><p></p>
[QUOTE="Blue, post: 9881435, member: 20564"] There's 24 pages to read at this moment, I want to make some comments before I see others thoughts that might influence my initial thoughts. Would, for you personally, the skill system had worked if (a) it was only active roll that (b) had consequences (outside time spent) for failure? This reminds me of a really poor experience I had with an early edition of Mechwarrior, which they resolved in later editions I'm told. It was the same sort of thing where rolls led to advancement, but the most roll-dense part of the game was mech combat. And one player's mech might have have two weapons, one long range and one short, and another might have an even dozen machine guns (each with their own roll) as well as other short range heat-generating weapons. I dislike the idea of a meta-level of optimization by picking skills that get used more. And in cases like this, if not everyone can pick locks or open traps, you're the one who will get those rolls. At least this the skill advancement seems linked to the skill used, unlike in that case. There's math to adjust for 1 roll at X chance to be the same as Y rolls at Z chance. I wonder if a quick conversion chart for your party size would be worth it to attach to your GM screen, so that these rolls have the same chance to succeed as the adventure expects, while you're letting everyone roll. I don't think there I would consider combat "skill use" to have a consequence. There is no penalty for failure. Sure there's the indirect issue that the time spent not succeeding can have negative consequences, just like the 15 minutes picking a lock can lead to negative consequences. But it doesn't seem that failing an attack/casting check imposes a direct consequence on the character. [/QUOTE]
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