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Switch to Forum Live View Skills that should die in 4e
6 years ago  ::  Sep 29, 2007 - 4:19PM #81
ranger9
Date Joined: Aug 24, 2007
Posts: 196
Wolf Boy,

In the Saga system they give bonuses to specific functions of a skill by offering a free re-roll on failure. So, for example, an especially keen-eared elf might get a re-roll for hearing but not for other uses of Perception. This works out to be a +2 to +4 bonus, I'm told, depending on the situation.

This is generally how racial skill bonuses are handled in Saga, rather than with a flat bonus. So Halflings might get a free re-roll to Stealth rolls (or perhaps just the hide function of the Stealth skill), etc. Half-Orcs might have a free re-roll on Intimidate checks, etc.

I don't think it's terribly important to represent the good at seeing/bad at hearing character (a sort of uncommon one), but it probably will be doable.
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6 years ago  ::  Sep 29, 2007 - 4:44PM #82
FoulQ
Date Joined: Nov 13, 2006
Posts: 194
I got a really good idea, let's take two of the most powerful skills and combine them into one
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6 years ago  ::  Sep 30, 2007 - 11:07AM #83
Passivearmada
Date Joined: Jun 14, 2007
Posts: 49
You know, if you don't like combined skills, you can always just not convert to 4E because it looks like the skills are going to change, whether you like it or not.
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6 years ago  ::  Sep 30, 2007 - 2:00PM #84
Disciple_of_Salsa
Date Joined: May 24, 2007
Posts: 29

mkill wrote:

There are three kinds of skills:
1) Everybody has to have it or we're screwed. If one PC sucks at moving silently, the whole group is discovered.


Fly+Invisibility= Ultimate Stealth

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6 years ago  ::  Sep 30, 2007 - 2:16PM #85
triqui
Date Joined: Aug 9, 2004
Posts: 563

AaronDireBear wrote:

Oh, bBOO HOO and WAAH WAAH and QQ! OH its so HORRIBLE that I have to roll more than one d20! Oh its so OUTRAGEOUS that I have 2 chances to detect the thief instead of one! Oh WOE IS ME! WAAAAH! WAAAH!

And they are NOT the same thing!


Actually, spot could be divided too. 1 skill to see far distant things in the horizon, 1 skill to see things in the inmediate surroundings. Some people is shortsighted, for example. A detective might be good spoting things in a room, but a sailor might be better spoting a ship in the horizon. We might even divide the thing in colors, for those that are color blind.

We could go Rolemaster way and have picking locks, lock lore and locksmithing.
Jump could be split in vertical jump and horizontal jump (Javier Sotomayor would not beat Mike Powell in his specialty, nor the other way around)


You (and other) react as if you have never played a game where perception is a single skill. In some, it is even an ability.

Skills are an abstract measure, it's ok to make the game simpler by putting the skill together. Also help to balance the game, if some one has to spend just X skill points to learn to... say... heal, he should not need twice that amount to learn to, say, sneak.

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6 years ago  ::  Sep 30, 2007 - 3:58PM #86
lvnlife
Date Joined: Aug 8, 2004
Posts: 17

AaronDireBear wrote:

Oh, bBOO HOO and WAAH WAAH and QQ! OH its so HORRIBLE that I have to roll more than one d20! Oh its so OUTRAGEOUS that I have 2 chances to detect the thief instead of one! Oh WOE IS ME! WAAAAH! WAAAH!

And they are NOT the same thing!


I was thinking (dangerous I know, lol) that the whole point to 4e was reduce how much everything little thing is broken down so that a DM can keep the story rolling, and players get thier turns in a reasonable amount of time. Yeah u have two ways to stop a thief..yeah..and while your rolling that the action takes a standstill and action is stopped while that is resolved. WAH....so the thief got the best fo you...bet your one of those players who can't handle a surprise very well either!

I can say though things are more spelled out in 3.5e for actions...it went overboard and it's time to reign it in....An interesting storyline can only happen at times if you are just surprised or a thief takes advantage of you, or whatever. I am really, really tired of players who can't see weaknesses in a character as an actual reason to become creative. To overcome a weakness and prevail is what makes you a HERO...and to me thats what makes DnD! A fighter who overcomes a trap with a bag of marbles, a low level cleric who takes on an invisible being with a bag of flour...is remembered by other players for years to come, and emulated by other players. Try it sometime...its like nothing else. So to me Skills though a great tool in certian situations...as means to itself can eat up more time and foil a good DM story so much that the feel can become very dissapointing to the whole...especially when you have a character who takes care of every situation with so much ease as to make it all meaningless and trite. Or a character who has employed every variable to every rule that the whole night is taken up with trying to dechipher if a character can really do that and this and what rolls this character makes to do one or two actions. As a DM trying to bring mystery and excitment to a game...sometimes these skill rolls can become the game spoilers. Just my opinion, I did say that thinking for me was dangerous, lol!

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6 years ago  ::  Oct 01, 2007 - 12:06AM #87
CaoSlayer
Date Joined: Apr 3, 2003
Posts: 141

Disciple_of_Salsa wrote:

Fly+Invisibility= Ultimate Stealth


No.

Circle of invisibility + zone of silence = ultimate Stealth for the whole party.

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6 years ago  ::  Oct 01, 2007 - 10:35PM #88
Haldrik
Date Joined: Jan 2, 2004
Posts: 9,403
From my archived Paragon metaclass:
http://forums.gleemax.com/wotc_archive/ … p/t-205053


BEST SKILL TO WORST SKILL

Heres a list from the best skills to the worst skills by general consensus.

Here, a skill point is the normal worth of a good skill. A skill worth "3 skill points" is very good, and should be more expensive. A skill worth "1/4 skill point" is less good, and you should get about 4 ranks for one skill point.

3 skill points = 1 rank in an extremely good skill
Use Magic Device (Rogue)

2 skill points = 1 rank in an extremely good skill
Knowledge of Bardic Lore (Bard)
Spellcraft
Turn Undead (Cleric, Paladin)

1½ skill points = 1 rank in a very good skill
Concentration
Hide
Listen
Move Silently
Spot
Tumble

1¼ skill points = 1 rank in a very good skill
Diplomacy
Intimidate
Sleight of Hand

1 skill point = 1 rank in a good skill
Appraise
Bluff
Climb
Craft of Alchemy
Craft of Armorsmithing
Craft of Bowmaking
Craft of Weaponsmithing
Disable Device
Disguise
Escape Artist
Forgery
Gather Information
Heal
Knowledge of Dungeoneering
Knowledge of Nature
Knowledge of Planes
Open Locks
Search
Sense Motive

¾ skill point = 1 rank in a mediocre skill
Balance
Knowledge of Arcana
Knowledge of Religion
Ride

½ skill point = 1 rank in a mediocre skill
Animal Empathy (Diplocmacy with animals) (Druid, Ranger)
Decipher Script
Handle Animal
Knowledge of Architecture
Knowledge of Geography
Knowledge of History
Knowledge of One Locality
Knowledge of Nobility
Perform (Bard)
Survival
Swim
Use Rope
Wild Empathy (Druid, Ranger)

Each Language Known
Each +10 ft Fall without damage (Monk)

¼ skill point = 1 rank in a substandard skill
Jump
Profession


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6 years ago  ::  Oct 02, 2007 - 3:07PM #89
Samothrake
Date Joined: Jan 19, 2004
Posts: 19
[FONT="Arial"]
Wow.
People here seem to want just 10 or less skills. And while this might make the “telling of stories” go somewhat faster, it doesn’t necessarily make things better.
I see lots of people wanting Appraise rolled into the craft skills. However, they seem to forget that when you do this the only people who can tell you how much something is worth with any regularity is someone who actually makes that item. This is ridiculous! It totally ignores the role of the fence, or any other person who just might have some knowledge due to their occupation. It ignores that occupations might not actually make things. I should not have to be able to make something to know how much I can sell it for, whether at the local trading post or the local underground black/grey market.

Personally, I would like to see the return of the Alchemy skill outside of Craft. Alchemy can let you do many more things than just make things. It can allow you to identify substances – like potions and oils, or that the powdery substance you are about to put in your mouth is actually a deadly poison or the spores of a dangerous fungus because I use it to make this particular antidote.

Lots of people seem to want to group any type of physical skill together. In fact, it seems that lots of people here want to take any skills that have even a vague similarity or can be connected somehow and merge them.  It’s rather frustrating to read.

Unfortunately, the only way I can see such a system working smoothly is to add lots of situational modifiers. (this race has really good sight, so they have a +2 bonus to their perception when making a check to spot things. This other race has really good hearing, so they get a +2 to their Perception to hear things. This third race has claws, so they are good at climbing, but only trees or things they can sink their claws into.) And we know how well those work – hardly anybody remembers to use them. Situational modifiers tend to put the burden on the DM – the one person at the table who has the most on his plate on any given night. Another option would be to introduce advantages and disadvantages. (My character doesn’t have a very good concentration, so he can’t find things well when he Searches. This other character is kinda clumsy, so he has a penalty to his jumping and tumbling, but he can swim like all get-out. Ad nauseaum.) This makes characters customizable like people seem to like, and puts the burden of remembering the situational modifier on the individual player. Also not a terribly good thing, but more dependant on good players than having DMs remember everything.

Unfortunately, if we compress the skills so much, but add so many modifiers as to be believable and customizable, we end up with a slightly different sort of the same thing we have now. Lots of numbers to remember, slowing down to add modifiers to a roll, etc… Personally, I prefer having a number on a sheet that I can refer to.

One thing I hope we on the forums remember – and I really hope that WotC remembers – is that this little section of the forums represents only perhaps 1% of their player base. Not every player comes here. Far, far from it. There are millions of players and DMs out there. I would be surprised if the forums had 50,000 users. Most likely only a fifth of that. So while we here might like or dislike what we think might be changing in the system come next June, we are but a tiny part of the playerbase. A very, very  loud, tiny part, but  still a tiny part.
We also know next to nothing about what the system will turn out like. Many people here seem to think that it will be exactly like SWSe. That, however, is not what was said. They said it would be based on SWSe, not that it would be the same thing, slightly modified for setting.  So, while these talks are good to figure out what this tiny percentage of the player-base kinda sorta wants, we know almost nothing about the system.[/FONT]
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6 years ago  ::  Oct 02, 2007 - 5:11PM #90
Malcadon
Date Joined: Apr 23, 2007
Posts: 202
I would also like to see skills as part of magic item creation. That is, you can have a feat just called Craft Magic Items that with Craft skills allows a wizard to makes magical items. So, if you want a magic sword, just make a sword with Craft (weapons) and then enchant it, or if want a potion, use Craft (alchemy).

One (of many) thing(s) I hate about D&D is how you need a feat to write on a scroll! Any literate bastard can write on a scroll! But you should need the Decipher Script skill to code or decipher a spell on one (it sound like common sense to me, but that maybe to good for D&D :rolleyes.
The Barbarian's Keep is a group for pulp sword & sorcery fans.

The HeroQuest Dungeon is a fan group for the greatest boardgame ever!

There is also a group for Gamma World, and other post-apoc games.
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