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Why I Hate Skills
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<blockquote data-quote="Bill Zebub" data-source="post: 9881448" data-attributes="member: 7031982"><p>If you <em>do</em> actually read 24 pages you'll find some clarification, but yes in general what I advocate are dice rolls that:</p><ol> <li data-xf-list-type="ol">Result from player action declarations</li> <li data-xf-list-type="ol">Have consequences for failure (where failure itself doesn't count as a consequence; it has to lead to some game state that is worse than not having tried)</li> </ol><p>The problem with implementing that in this particular game is that advancement depends on the dice rolls.</p><p></p><p></p><p></p><p>Agreed. One thing I do like about Dragonbane skills is that the chance of improvement is inversely proportional to your current skill. So there's a great incentive to "invest" in your lower skills.</p><p></p><p></p><p></p><p>Dragonbane has fixed "DCs", meaning that you roll your skill or lower on a d20 (is that like Pendragon?) with literally no modifiers except Advantage/Disadvantage (called "Boons" and "Banes", which can stack), so implementing that kind of math would really mess with the game.</p><p></p><p>In any event, it's not the math of having everybody roll...and thus succeed...in itself that bothers me (especially since I'm inclined to grant autosuccess on zero-consequence checks anyway). It's that I find the absence of any incentive to <em>not</em> roll an indicator of a poor skills system. So when everybody says, "Can I roll, too?" I think "This system is dumb."</p><p></p><p></p><p></p><p>It's not consequence but cost: the attack costs you your turn, which could perhaps be used to do something else (Drink a potion? Cast a spell? Shove the orc? Dodge?). In general when talking about skills I refer only to consequences, but really anything that makes the player pause and say, "Hmm...do I really want to pay the price to try?" is good enough.</p><p></p><p>Admittedly, in some/many games, for some/many classes, there aren't really all that many choices, so perhaps "I swing my sword" is the only real option to consider. But that's a problem with specific implementations. (I've been wanting to try Nimble, which seems to have an interesting design around that choice.)</p></blockquote><p></p>
[QUOTE="Bill Zebub, post: 9881448, member: 7031982"] If you [I]do[/I] actually read 24 pages you'll find some clarification, but yes in general what I advocate are dice rolls that: [LIST=1] [*]Result from player action declarations [*]Have consequences for failure (where failure itself doesn't count as a consequence; it has to lead to some game state that is worse than not having tried) [/LIST] The problem with implementing that in this particular game is that advancement depends on the dice rolls. Agreed. One thing I do like about Dragonbane skills is that the chance of improvement is inversely proportional to your current skill. So there's a great incentive to "invest" in your lower skills. Dragonbane has fixed "DCs", meaning that you roll your skill or lower on a d20 (is that like Pendragon?) with literally no modifiers except Advantage/Disadvantage (called "Boons" and "Banes", which can stack), so implementing that kind of math would really mess with the game. In any event, it's not the math of having everybody roll...and thus succeed...in itself that bothers me (especially since I'm inclined to grant autosuccess on zero-consequence checks anyway). It's that I find the absence of any incentive to [I]not[/I] roll an indicator of a poor skills system. So when everybody says, "Can I roll, too?" I think "This system is dumb." It's not consequence but cost: the attack costs you your turn, which could perhaps be used to do something else (Drink a potion? Cast a spell? Shove the orc? Dodge?). In general when talking about skills I refer only to consequences, but really anything that makes the player pause and say, "Hmm...do I really want to pay the price to try?" is good enough. Admittedly, in some/many games, for some/many classes, there aren't really all that many choices, so perhaps "I swing my sword" is the only real option to consider. But that's a problem with specific implementations. (I've been wanting to try Nimble, which seems to have an interesting design around that choice.) [/QUOTE]
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