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Switch to Forum Live View Rules that make sense, but aren't in the game
5 months ago  ::  Dec 31, 2012 - 6:55PM #11
Rhenny
Date Joined: Dec 21, 2011
Posts: 1,567
In one of the last packages they made it so that if a PC or creature was firing a missle weapon while in a threatened area, he/she/it did it with "disadvantage".   They didn't repeat that in this package so there is no penalty for loading and firing a bow when threatened.   I think there needs to be some kind of penalty...either the "disadvantage" rule or the take an AoO (from previous editions).


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5 months ago  ::  Jan 01, 2013 - 12:34AM #12
Ishurval
Date Joined: Nov 17, 2012
Posts: 40
The reason why your cleric isn't a good painter is because that really should be a trained-only skill.  I know it isn't in RAW, but as a DM, sometimes you have to say "no" when something just doesn't make good sense.  I think this version is trying to get away from the "I have to have a card to do it" mentality that some others seem to have created for some players.  It's trying to keep things intuitive and simple, while allowing that it can't cover everything.  The "everything is an attribute check" approach to skills and saves reflects that, and I like it.  Takes a little more imagination, but it's far easier to run and play.
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5 months ago  ::  Jan 01, 2013 - 12:27PM #13
QuestorTelloc
Date Joined: Sep 18, 2009
Posts: 196
I think there's a space for skill points, 4E-style skill training, skill-less ability checks, and so forth, as well as skill dice. That being said, only one should be Core, because Core needs only one system to function. As a matter of fact, Backgrounds and skills are still technically optional (though thanks to the various class features, getting less so). Various approaches to skills can easily be modular, to the point where different characters at the same table could use different approaches without upsetting balance too much. The question then becomes not "Which skill system shall we use?" but "Which skill system will they offically write-up first?"
"Our idea of rules modules has a wide range of scope; sometimes, our rules modules might just be small tweaks and variant rules, while other times they could be large-scale changes and entirely new subsystems. We want people to make the game their own, and that means provided a whole array of possibilities based on what you, the players, tell us that you want." -D&DNext Q&A Blog, 8/29/12, Answer #3.
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5 months ago  ::  Jan 02, 2013 - 4:35AM #14
man.of.tomorrow
Date Joined: Sep 20, 2012
Posts: 41

Dec 30, 2012 -- 8:54AM, Xeviat-DM wrote:


The only way to make it work, at least the first thing that comes to my mind, would be if skill ranks were capped at something low, like 3 or 5, and then more skill ranks just unlocked "skill feats", or something, that gave more options with the skill. Bounded accuracy dictates that we could go with something like this.




+1 to that.

I think this is the idea behind Rogue's Skill Tricks. The fact that you can use generic skills to  do more complicated things. Only they should try making it more universal. 
People are currently complaining why would only a rogue, can "Display Deadliness" for example (which is basically an Intimidate check). With a 'skill feat' system any player could use a skill in a more advanced way but the rogue's skill die and/or improved selection of 'skill feats' would make him better at it.

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5 months ago  ::  Jan 03, 2013 - 3:41PM #15
Redvers
Date Joined: Oct 15, 2011
Posts: 17
I like the idea of Skill Dice more than the static bonuses, though I'll admit that I haven't had enough exposure to them in action to make a very informed decision.

I do like the element of chance, and the feeling of rolling skill dice with a d20 (the more clattering around in your had, the better chance you feel you have). 

If the improvements in skill were represented through 1.) advantage on skill dice, 2.) increasing the skill dice size by one step, and 3.) skill focus' "take ten" effect (all before your ability mod bonus) then it should be simple enough for new players to grasp while giving enough tactical options for advanced players. Do I want to dump all of my feats into skill focus while staying the same as a fighter? What will that mean in the future?

It wouldn't be a difficult system to manage on a player sheet either;

Sneak - 1d6 (Advantage & Focus)
Bluff - 1d6
Intimidate - 1d6 (Advantage)
Disable Device - 1d8 (Focus)
Use Rope - 1d6 

Mostly I feel that to preserve simplicity the largest share of the math should be represented by the numbers on your dice rather than on a cluttered sheet, because the rules are already complex enough.
Toronto Dungeon Master
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5 months ago  ::  Jan 04, 2013 - 1:42PM #16
Ishurval
Date Joined: Nov 17, 2012
Posts: 40
After some play and discussion, I think small a small static bonus that increases slowly with level is the way to go in this bounded-accuracy system.  That way you don't get the "can't possibly ever see them" scenarios, and you don't get the "I'm a 20th level character with blacksmithing and I just rolled 2 ones, so now I can't even figure out the metal this sword is made of" kind of stuff.  It's better to delineate basic abilities, and a static bonus system that grows relatively slowly seems to be the best way to do that, as opposed to more dice.  Perhaps some combination of the two might work?
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5 months ago  ::  Jan 04, 2013 - 4:00PM #17
AaronOfBarbaria
Date Joined: Sep 25, 2007
Posts: 3,773

Jan 4, 2013 -- 1:42PM, Ishurval wrote:

Perhaps some combination of the two might work?


I think the combination that will work best is 1d20 + relevant Ability modifier + a die you only get when trained in the skill that increases in some way by gaining levels.

To use your blacksmith at 20th level example: you roll two 1s, and you add your ability modifier of +3 that you have because you are pretty decent at this whole blacksmithing thing... and you get 5 and succeed because the task you are attempting (discerning type of metal) isn't all that difficult at all.

...oh, I forgot to mention that I also think that skill DCs need to be set to a range of 5 through 25 instead of 10 through 30 so as to facilitate "easy" actually meaning easy instead of "easy if you are an expert, and iffy otherwise."

Careful, man.  That much logic might be illegal on the internet. - Salla
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5 months ago  ::  Jan 08, 2013 - 9:11PM #18
whardell
Date Joined: Nov 30, 2003
Posts: 17



is it of anyones opinion that this new skill system is a horrible representation?
why is my lvl 10 cleric, who has not picked up his paint brush in ages because of all his adventuring, suddenly a master painter? i dont like it. if we could at least see some optional rules around a point based skill system, i'd be happy.





I'll answer this 2 different ways

1) Roleplay Answer:  Perhaps your level 10 cleric, who mastered the painting techniques before his adventures, now after seeing and doing some amazing things, perhaps seeing comrades die, gotten much closer to his god, and generally had huge emotional growth now simply has more inspiration for his pieces?  Alternatively why must your cleric have not touched his paintbrush?

2) Game Mechanics Answer: If  you as a player, never intended for your cleric to progress as a painter, but simply wanted to say at one point he was but no longer seeks to develope that skill, I as a DM would tell you to call that a background detail and not worry about the mechanic of the skill dice for your painting.  I think the assumption is that players wish to take skills that will be meaningful and will grow with their characters.  I know when I DM, I look at my players skills and try to work them into my storylines.  For your cleric if you truly took the painter skill, I would perhaps involve you in a storyline to help protect a prized temple painting by copying it to have a masterful fake on display and the original secured.  Or to go to extreme locales for additional inspiritation.

I guess what I am saying is, if the skill doesn't mean anything to you, don't take it and see if your DM will allow you to simply have a detail in your history that notes you are a decent painter.  If it does matter to you, take the skill, and make it part of who your character is.  The concept of this painting cleric gets me excited to run a game for his player.  Theres depth there beyond a character who chooses a boring (possible more useful) skill.

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5 months ago  ::  Jan 12, 2013 - 12:16PM #19
Timberwolf725
Date Joined: Jan 12, 2013
Posts: 1

Jan 2, 2013 -- 4:35AM, man.of.tomorrow wrote:

Dec 30, 2012 -- 8:54AM, Xeviat-DM wrote:


The only way to make it work, at least the first thing that comes to my mind, would be if skill ranks were capped at something low, like 3 or 5, and then more skill ranks just unlocked "skill feats", or something, that gave more options with the skill. Bounded accuracy dictates that we could go with something like this.




+1 to that.

I think this is the idea behind Rogue's Skill Tricks. The fact that you can use generic skills to  do more complicated things. Only they should try making it more universal. 
People are currently complaining why would only a rogue, can "Display Deadliness" for example (which is basically an Intimidate check). With a 'skill feat' system any player could use a skill in a more advanced way but the rogue's skill die and/or improved selection of 'skill feats' would make him better at it.




Hmm the way I believe a proper skill system should work is base it off of a perk system. Looking at Skyrim, when you level up your skills on that game you unlock new perks right? We'll why not do the same thing here? Have unlockable perks for each skill, separate from the feat system where you get to choose a certain perk for each skill. For example, when you rank up your stealth skill to 4 then you choose from one of 2 perks: You can either choose Shadowy guidance which will grant any allies within 2 spaces of you a +4 on stealth checks or you can choose "favored footing" which is where when you choose a creature type like "outsiders" and you get +4 stealth bonus on outsiders. Or having training in combining certain skills like if you have training in tumbling also then your character can unlock the perk ability to tumble roll while stealthed for quicker movement such as to avoid sight quickly for example. Roll a stealth check and tumble check vs the opponents spot and listen check to determine success just for an example.

Now implementing this into the current skill mechanic you could possibly choose a perk for each skill you are trained in each level and it will grant you or your party certain bonuses depending on what you do or what situation you are in. This to me would possibly be the proper skill system that would be in-game.

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