Community

 
Dungeons & Dra.. D&D Next General D.. 5e Skills - Why I Think a Defined Skill List...
Jump Menu:
Post Reply
Page 2 of 4  •  Prev 1 2 3 4 Next
Switch to Forum Live View 5e Skills - Why I Think a Defined Skill List Would Be Better
12 months ago  ::  Jun 26, 2012 - 12:44PM #11
bwoodfield
Date Joined: Jan 19, 2012
Posts: 95
I have to agree with Emerikol regarding the Craft and Profession skills.  In our campaigns we use them extensively.  Infact much of the non-magical gear my rogue wears he made himself.  As well if the PC has ranks in a profession that matches something they are doing a knowledge check about they would get a synergy bonus.


I wholly dissagree with this comment:

Spot/Listen and Hide/Move Silently are both pairs that should be combined even if you don't like the Athletics combination




If a PC has an effect on him that inhibits one of his senses, a generic perception roll would negate it.  As well someone wearing heavy full plate still has the ability to hide (if they aren't moving) but if they attempt to move silently they can't help but clank and squeak. Now if you have a good hiding ability that helps move silently and thus the synergy bonus in 3.5.  Just because you can do one thing really well don't mean you can do another with equal ability.  A street urchin growing up in a major city would live by pick-pocketing, that doesn't mean that he would have the ability to pick a complex lock. When I was 10 I had an accident that f'd up my right leg causing me to not be able to run or jump very well, but I can bench 180lbs.  By the 4th ed. rules it's all lumped into together as athletics so because I'm strong I should be able to also jump, climb and swim without any trouble.

If I'm playing a video game, fine lump them all together so the engine doesn't have to make as many calculations and it's easier for the casual gamer to understand.   If I'm playing D&D I want full control over how my player is created.  Maybe I want a fighter who doesn't use swords or a shield, his primary weapon are throwing weapons and he can pick-pocket a Drow Divine Mind.   In 3/3.5 you could create a character like that. In 4, between the class boxing and skill condensing, it was near impossible. 
 

Quick Reply
Cancel
12 months ago  ::  Jun 26, 2012 - 12:47PM #12
Mand12
Date Joined: Jun 17, 2010
Posts: 17,070
And if I want to do something that doesn't fit into your finite categories....then what?



Skill lists are bad.
D&D Next = D&D:  Quantum Edition
Quick Reply
Cancel
12 months ago  ::  Jun 26, 2012 - 2:12PM #13
MacEochaid
Date Joined: Sep 20, 2008
Posts: 379
I liked the skill lists in 4e right up until the Psion came out. I wish they had figured out away to tie the Psion to psychic power in skills and rituals in a way that is better than "arcana" which made them feel like they were tacked on to wizard abilities.
Quick Reply
Cancel
12 months ago  ::  Jun 26, 2012 - 3:42PM #14
Seerow
Date Joined: Nov 7, 2005
Posts: 2,553

Jun 26, 2012 -- 11:58AM, Emerikol wrote:



I think that you are right in your criticisms of some of the skills.  I like a long list but I want a list with good skills.  I disagree on craft/profession but thats the only thing.  Those skills may not get taken much and may exist for NPCs as much as any PC but it's still there for those wanting to do it.





See: 

-Knowledge and Profession Skills are tracked separately from other skills. Intelligence mod gives extra points to spend on knowledge/profession skills, not to the skill groups.




I didn't say remove them entirely, just that they're not as useful as most other skills, and thus shouldn't be priced in the same category. You should be able to take knowledge/profession skills without cost to skills that will be used for Combat/Exploration/Interraction. 


Jun 26, 2012 -- 12:44PM, bwoodfield wrote:

I have to agree with Emerikol regarding the Craft and Profession skills.  In our campaigns we use them extensively.  Infact much of the non-magical gear my rogue wears he made himself.  As well if the PC has ranks in a profession that matches something they are doing a knowledge check about they would get a synergy bonus.




Congratulations, you spent a bunch of skill points to save yourself a few gold, and gain some flavor.

Why are you opposed to making the craft/proffession skills something that you can buy into separately without having to trade off more useful abilities to get it?


I wholly dissagree with this comment:

Spot/Listen and Hide/Move Silently are both pairs that should be combined even if you don't like the Athletics combination




If a PC has an effect on him that inhibits one of his senses, a generic perception roll would negate it.  As well someone wearing heavy full plate still has the ability to hide (if they aren't moving) but if they attempt to move silently they can't help but clank and squeak. Now if you have a good hiding ability that helps move silently and thus the synergy bonus in 3.5.





1) If a PC has an effect on him that inhibits one of his senses, that is a status effect that has its own effects. For example if you're blind, you gain a 50% miss chance, and can't tell where people are. A perception check might let you locate what square someone is in, to negate that part, but you will still have the 50% miss chance. This is no different whether you have Spot/Listen or Perception.

2) Armor Check penalty DOES apply to hide checks though, not just move silently. Your example gives no justification for keeping them separate.

3) Referring once again to the solution at the end of the post you were responding to, would you be offended by these skills being grouped together, but being given the option to improve them independently?

Just because you can do one thing really well don't mean you can do another with equal ability.  A street urchin growing up in a major city would live by pick-pocketing, that doesn't mean that he would have the ability to pick a complex lock. When I was 10 I had an accident that f'd up my right leg causing me to not be able to run or jump very well, but I can bench 180lbs.  By the 4th ed. rules it's all lumped into together as athletics so because I'm strong I should be able to also jump, climb and swim without any trouble.




I don't remember weight lifting being rolled into athletics. And if your leg was that messed up you wouldn't be able to run, jump, climb, or swim. Once again pointing to a good reason to have these grouped together. Also pointing once again to the suggestion to make them a group, with an option to buy independently.

If I'm playing a video game, fine lump them all together so the engine doesn't have to make as many calculations and it's easier for the casual gamer to understand.   If I'm playing D&D I want full control over how my player is created.  Maybe I want a fighter who doesn't use swords or a shield, his primary weapon are throwing weapons and he can pick-pocket a Drow Divine Mind.   In 3/3.5 you could create a character like that. In 4, between the class boxing and skill condensing, it was near impossible. 
 




1) This is a non-sequitor. It has almost nothing to do with the rest of the post.

2) You have things backwards, in video games you can afford more complex mechanics because most of the mechanics are handled behind the scenes, and the players don't need to know about them. In a tabletop RPG, the players have to resolve everything, which means keeping mechanics streamlined and simple is much more important.

3) You COULD make a fighter in 4e that did that, he would just be a really crappy fighter. Similarly, you could make a fighter in 3.5 that did that, he'd just also be a really crappy fighter. In both cases, the rogue is more likely to better fit your concept. In fact, I'd bet that the 4e Fighter would be better at filling that concept than a 3.5 fighter, because 4e's condensed skills makes it easier for a Fighter to pick up skill training in thievery or whatever pickpicket falls under there. In 3.5, the Fighter has between 2 and 4 skill points per level, and he's paying double for any skills that you actually want, with a cap half as high as the rogue. You want a pickpocketing fighter, 4e is probably going to be better for it than 3e.

Quick Reply
Cancel
12 months ago  ::  Jun 26, 2012 - 4:02PM #15
Tony_Vargas
Date Joined: Sep 26, 2001
Posts: 10,732
I've played games that were really good in most respects, but had undefined skill lists, and games that were pretty bad in most respects, but used a finite skill list.  My experience is that finite skills lists are infinitely superior.

The problem with undefined or open-ended skills or skill lists is that they 'crate incompetence.'  Each time a new skill is added or defined, anyone who might have been able to perform actions now associated with that skill becomes unable (or less able) to do so.  There's no way to get a handle on how broad or narrow such skills can be.  One character might take a skill in 'woodworking' and be able to make everything from bows to quarterstaffs to cabinets to boats to barrels to houses.  Another might take a skill in cooperage, and only be able to make barrels - then point out that making barrels actually includes working metal, and take that ability away from our woodwooker for good measure.   The 'jack of all trades' concept becomes untennable, because no matter how much you can do, there's always more new skills popping up.  The problem is minimize in a level-based system if level aplies to all skill checks regardless of training, it's amplified in a system where each skill is advanced individually, and the range of possible bonuses is high.  So, in 5e, with 'bounded accuracy' it won't be as bad as it was in 3.x - though it will of course, still be bad.

The way to aproach a finite skill system is to envision the skills as cutting up a pie of all possible checks characters might make.  5e has already done this with ability scores.  All skill checks are ability checks, so all fall into one of six sets.  Taking the same aproach would skills would give you some (probably higher) number of skills that all tasks fall into one or the other of.  No incompetence created.  The worst consequence is that your cabinet-maker may find he can unexpectedly make barrels.

While that would be 'finite,' it would give you a tremendous number of potential combinations of abilty + skill.  You might roll CON + Nature on a forced march, INT + Nature to identify a species, WIS + Nature to track, DEX + nature to cover your own tracks, STR + Nature to climb a tree, or CHA + Nature to face down a pack of wolves.

 


 
Love 4e?  Concerned about its future? Join the Old Guard of 4e

"You want The Tooth?  You can't handle The Tooth!"  - Dahlver-Nar.

"If magic is unrestrained in the campaign, D&D quickly degenerates into a weird wizard show where players get bored quickly"  - E. Gary Gygax
Quick Reply
Cancel
12 months ago  ::  Jun 26, 2012 - 4:02PM #16
Mand12
Date Joined: Jun 17, 2010
Posts: 17,070

Jun 26, 2012 -- 3:42PM, Seerow wrote:

I didn't say remove them entirely, just that they're not as useful as most other skills, and thus shouldn't be priced in the same category.



Or, you could get rid of the skill list, apply the bonuses to tasks instead of broad categories, and sidestep all of these issues while providing greater flexibility for both players and DMs.

D&D Next = D&D:  Quantum Edition
Quick Reply
Cancel
12 months ago  ::  Jun 26, 2012 - 4:06PM #17
Seerow
Date Joined: Nov 7, 2005
Posts: 2,553

Jun 26, 2012 -- 4:02PM, Mand12 wrote:

Jun 26, 2012 -- 3:42PM, Seerow wrote:

I didn't say remove them entirely, just that they're not as useful as most other skills, and thus shouldn't be priced in the same category.



Or, you could get rid of the skill list, apply the bonuses to tasks instead of broad categories, and sidestep all of these issues while providing greater flexibility for both players and DMs.




Except this is objectively even worse, because now, not only is "Blacksmithing" costing the same resource as "Acrobatics", but "Acrobatics" "Tumble" "Blacksmithing" and "Weaponsmithing" are all the same cost, despite the fact that two of these encompase the other two, and 3 of them being objectively less useful than the other. 

Quick Reply
Cancel
12 months ago  ::  Jun 26, 2012 - 5:09PM #18
oxybe
Date Joined: Mar 22, 2005
Posts: 5,176
here's what i did when GMing a blacksmith character in 4th ed: I simply let the blacksmith character succeed with no chance of failure if he had no pressing stress. the guy was a blacksmith before being an adventurer... he was a craftsman by trade. i wouldn't call anyone a tradesman if their chance of failure could be easily reproduced in almost any fashion by rolling a d20. 

if he was, however, trying to do the task under duress i would have him try to roll against the stress.

-Speed up the process by safely working overnight : endurance 
-Speed up the process by safely working fast during the day: athletics
-make the weapon look particularly nice/detailed : theivery
-trying to find materials in an area where they are scarce : streetwise
-trying to borrow/rent a forge : diplomacy
-trying to carve a particular scene/symbolic reference : appropriate knowledge skill if it's not something the character would reasonably know. a dwarven cleric of moradin wouldn't need to make religion checks to put religious symbology of moradin and dwarven lettering on a warhammer he's working on

so rather then simply saying "no, your career blacksmith failed to make a sword because you rolled a 4" it would be "yes, your career blacksmith, working through the night, was able to make a sword but because he was working so late he ended up burning himself, lose a surge for the next day or so."

or

"yes, your career blacksmith was able to make a sword, but as you lacked the proper references the elven lettering is kinda off. shoulda asked the elven rogue for help with that." 

or

"yes, your career blacksmith was able to make the sword, but while the blade's ornate details came out fine, the bear head on the pommel kinda looks like cat or pig. maybe both."  

just my 2cp on the subject.

as for skill lists, i prefer broad strokes over fine details.

as a DM it's simply easier fo me to create situations that allow for characters with a skillset that covers a broad list of associated subjects in each skill to attempt things then have to shoehorn in a section in my adventures that require a rather indepth knowlege of cobbling or the unique ability to hide yet not move silently. i find it allows for the character to find more organic uses for their skills. 

as for the "but the fighter will only spam athletics! it's his best skill!" yes, he will. guess what? same thing happens in every skill based game: your character will first try looking at a situation with what he's good at. if he's a muscle head, he'll try to use his muscle. if that fails, then he'll start looking at other avenues.

the main difference is Athletics will probably allow for a more open use of the character's strenght then simply having a laundry list of str-based skills to go through. 

in essence i want more Athletics & Stealth over Jump/Climb/Swim & Hide/Move Silently. 
3rd ed SRD, character sheets, errata & free modules
4th ed test drive - modules, starter rules, premade characters and character builder & character sheet, errata
Free maps and portraits, dice, printable graph paper, campaign managing website, image manipulation program + token maker & zone markers

"All right, I've been thinking. When life gives you lemons, don't make lemonade. Make life take the lemons back. GET MAD! I DON'T WANT YOUR **** LEMONS! WHAT AM I SUPPOSED TO DO WITH THESE?! DEMAND TO SEE LIFE'S MANAGER! Make life RUE the day it thought it could give CAVE JOHNSON LEMONS! DO YOU KNOW WHO I AM?! I'M THE MAN WHO'S GONNA BURN YOUR HOUSE DOWN! WITH THE LEMONS! I'm gonna get my engineers to invent a combustible lemon that's gonna BURN YOUR HOUSE DOWN!"
-Cave Johnson, Portal 2
Quick Reply
Cancel
12 months ago  ::  Jun 26, 2012 - 5:16PM #19
jaelis
Date Joined: Apr 12, 2004
Posts: 2,984

Jun 26, 2012 -- 11:47AM, Emerikol wrote:

Since they've already said specifically that you can ignore backgrounds and just pick any skill you want, I seriously doubt there won't be a list.   Due to the disagreements on these things, I imagine there will a number of modular lists.

 



Dammit, that will spoil my plan to make a custom background with +3 bonuses to Suceeding, Being Awesome, and Getting It Done.

Quick Reply
Cancel
12 months ago  ::  Jun 26, 2012 - 5:42PM #20
Ahglock
Date Joined: Aug 25, 2007
Posts: 800

Jun 26, 2012 -- 11:36AM, Seerow wrote:



Overall, I think a comprimise could be made by going the shadowrun route:
-Take the 3.5 skill list as is, group a bunch of the skills together into skill groups, ranging between 2 and 4 skills.
-Skill points gained are used for improving skill groups.
-You can choose to, instead of leveling up a skill group, level up two individual skills. So if you want your character to jump, but not climb or swim, you can invest ranks into jump and put that extra rank somewhere else.
-Knowledge and Profession Skills are tracked separately from other skills. Intelligence mod gives extra points to spend on knowledge/profession skills, not to the skill groups.




I hate SR4 and its skill groups.  Mainly because they broke things up that really did not need to be broken up.  Really shadowing and infiltration, I can hide from people and hide from people as 2 separate skills?  Conceptually though it is not a bad idea, gain a small discount for purchasing a group of like skills or specialize in specific skills.  And the knowledge skills added in I think 3e SR were a good idea, but I think it is dependent on how many skill points you get.  In SR skills are pretty tight, you are scrambling for every point so you almost never will waste many points on flavor skills.  So a separate pool is needed to flesh out characters.  On the other hand a game like the hero system I frequently feel like I have enough points to spare, sure I could make myself more effective by spending those last 20 points on combat focus, but the hit is fairly small and I don't mind the idea of fleshing your character out having a cost.  Personally I think a good place to be would be to have a small pool of discretionary points for flavor skills and have standard skill points convert at a high rate like 4 points to 1 point so if you want you can invest more.

As a side note I totally agree with Tony V on the benefits of a finite skill list.  Also of note is the problem with feats that "add" new features to skills.  
Eberron had a bunch of these like the investigate feat that let you use the search skill to look for clues, and I was like um you couldn't do that before? Have a finite list, don't "add" to it or add feats that "add" new features to the skill. Chances are most people assumed a already existing skill covered that.  

Quick Reply
Cancel
Page 2 of 4  •  Prev 1 2 3 4 Next
Jump Menu:
 
Dungeons & Dra.. D&D Next General D.. 5e Skills - Why I Think a Defined Skill List...
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing