On 24 Apr 2012 22:13:44 GMT, Keith Davies <
keith....@kjdavies.org>
wrote:
>
http://hackslashmaster.blogspot.ca/2012/03/skills-conclusion-with-10-rules.html
>is the conclusion (or at least, last post in the series), and he
>examines skills from a number of games. Primary focus is D&D 3.x, but
>other systems are covered to a certain degree as well. This post has
>links to various posts from the series, and
>
http://hackslashmaster.blogspot.ca/2012/02/on-skill-deconstruction-summary.html
>has a very brief summary of how he sees each skill, and a link for each
>to where he breaks that down.
I've got a problem with a lot of it.
>Acrobatics: If you're not dealing with a superhuman range of abilities here, then
>you can just assume they can jump or run it. The real use of conflict here is
>using it to move past an opponent safely. There is ground here for a subsystem
>regarding that, but there is no real need for it to be a check. Taking a hit from a
>monster seems like 'bad trap' territory. Avoiding that hit could just be a simple
>comparison (level vs. hit die)
And why does it need a more complex subsystem than a check? A simple
comparison isn't adequate--it shouldn't go from automatic success to
automatic failure because the bad guy is a little tougher.
Against the weak guy do it freely. Against the intermediate you do it
only if there's a good reason. Against the tough guy you don't do it.
>Appraise: What is gained by *not* knowing how much something is worth.
>Is this worth the time to roll at the table? What is the cost of this conflict?
1) It lets you pick the good loot to take if you can't take it all.
2) Otherwise it's whether you know the value or have to pay someone
to tell you the value.
>Bluff (& Sense Motive): Combat/feat build uses aside, there is certainly
>some room for a 'social conflict' system in D&D, but a simple D20
>comparison check is a really really boring way to handle it!
If it were replaced by a better social conflict system I would be
happy.
>Climb: You can climb it. Unless it's unclimbable, then only the thief has a
>shot. What's the drama here, you roll a d20 and maybe fall to your death?
>Does anyone think making five or ten checks just to see if something bad
>happens is fun? Or maybe during a climbing combat you want to have to
>check to see if you lose your turn or move real slow?
Huh? It's not by any means always a fall-to-your-death situation.
Plenty of climbs involve quite survivable falls. If you're making
checks on unsurvivable falls you have a death wish anyway. Again,
it's safe, risky (checks but short distances) or no way (checks with
long distances.)
>Craft, Perform, and Profession: Secondary skills? Player says what they
>want to make and they can? What is the advantage here of having this
>conflict resolution system.
Bards?? Craft and Profession are only for NPCs.
>Diplomacy: There needs to be a reaction system in place
Again, I have no problem with an improved social conflict system.
>Disguise: Again, what part of play is improved by the constant chance of
>failure. Is it just one die roll for success? Why not let them succeed if they
>use magic or are assassins, and have them fail when they as players
>make mistakes.
I don't follow his reasoning at all here.
>Escape Artist: This is as useful as use rope? Only useful to the extent that
>combat/grappling, etc. may require this. "Can I escape from my bonds"
>needs no skill roll for adventurers. The answer is 'as soon as no one is looking'.
Huh? It comes down to how good the person who tied you up is--and it
works both ways, also--the PCs might be tying up a captive NPC.
>Heal: What drama is there inherent in "I bandage their wounds"
It basically says whether you have the skill to stop bleeding on the
battlefield. Beyond that it's an NPC skill.
>Knowledge skills: Either they know it because of their race or class,
>or they can find it out somewhere.
You can't look it up on the battlefield. I do agree that otherwise
it's simply a question of how much effort it will take to find the
answer.
>Linguistics: The game assumes that these adventurers are already grown
>people. i.e. They know the languages they know. Learning a new language
>should be handled by 'we spend a month among the lizard people and
>learn ophidian, their nefarious reptile tounge.
He's half right here. The idea of a language being a skill point
isn't too sensible. (Consider: I would expect to see a common magic
item amongst traders: Pearl of <Language>. Non-slot, grants one
skill point that is proficiency in a certain language. It's cheap,
cheap, cheap.)
I wouldn't mind linguistics being a measure of how well you learn
languages, though.
>Perception: Ah the overused skill. There does need to be a system for
>surprise. I have eliminated searching for secret doors in my game,
>because each is opened by some object in the environment that they
>can manipulate or discover in some way through play. I still give
>them the chance as a back up if they aren't looking.
He's very wrong here--this means wasting lots of game time on <I pull
this, I push that>. The secret door mechanic is a way of getting
around the need for playing it out and for really high DC doors you're
simply not going to find the mechanism by trial and error.
>Ride: How much time do your characters spend mounted? How often
>does this come up, unless it's a specific factor in the tactical combat
>game of modern editions?
This is very campaign specific.
>Spellcraft: Why can you not do everything this does with caster level?
And so a non-caster can't learn to recognize magic? I'm also not sure
that all casters are going to spend the points on learning to figure
out other magic.
>Survival: Characters are adventurers, how often do you make them
>roll this to survive. Do you need a general skill for those characters
>that can track?
I do pretty much agree. Casters soon render survival checks pretty
unimportant.
>Swim: How are we advantaged over A) you can swim or B) you can't swim
The real question is *WHERE* can you swim.