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4 months ago ::
Jan 28, 2013 - 10:51AM
#1
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I know that this is a playtest, and thus they are looking for feedback. I read many threads from the people who dislike skill dice. The main complaint seems to be the feeling that, since all skills develop at the same rate, nobody is a specialist, and instead everybody is a generalist in their set of skills. People miss having their +10 or +15 in a skill.
I disagree with them, and my player's rogue last night proved the point.
He had a skill focus in Sneak (minimum d20 roll is a 10) which proved to be FAR more useful and thematic. He boldly knew that he would never roll less than a 10, and thus his minimum after mods was going to be a 14. His expertise allowed him to make certain decisions in a far more meaningful way than having an extra +5 in a swingier roll ever would have.
It felt RIGHT. It was more FUN. And mechanically, it kept everybody within the same RANGE (i.e. I didn't have to somehow come up with reasons why low-level baddies were using mastercraft locks, just to give the skill expert a challenge). I don't need anything more than that in a system, thanks!
Indeed, he could immediately see the point in pursuing the expert's path, and choosing various rogue-based skills to emphasize in a similar way.
And this is why I am hoping that others who see the value in the entire skill-die mechanic, and the interesting-and-useful ways it can be mingled with other mechanics, voice their opinions here.
Let's give some positive feedback, so the developers know that it isn't all doom-and-gloom. I, personally, can do without huge modifiers, and I appreciate a more elegant system like the skill dice.
Speak up if you're enjoying them, just to make sure we can keep 'em!
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4 months ago ::
Jan 28, 2013 - 11:03AM
#2
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Date Joined:
Sep 20, 2004
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I LOVE the skill dice. I do hope, however, that an advanced rules module offers a way to train up your die size in different skills at different rates.
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4 months ago ::
Jan 28, 2013 - 11:09AM
#3
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Date Joined:
Apr 12, 2010
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For the skill die to work as described above you NEED to play with feats as well. I have no problem with that as i always use both, just pointing out that it doesnt work as a stand alone system by current rules.
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4 months ago ::
Jan 28, 2013 - 12:02PM
#4
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I think that many people overlook the combination of Skill Focus and Skill Supremacy, and how it really does make a character feel like an unfailing expert -- all the while keeping the DC's of tasks within a bounded-accuracy style system.
I like that the DC's never have to get too crazy, just to keep up with the experts.
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4 months ago ::
Jan 28, 2013 - 4:40PM
#5
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Date Joined:
Jun 28, 2006
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When I first saw skill dice I didn't really like them, but I'm warming up to the idea.
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4 months ago ::
Jan 28, 2013 - 4:58PM
#6
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Date Joined:
Aug 11, 2006
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I like the concept of them. Not had a chance to use them, though, so I have no comment there.
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4 months ago ::
Jan 28, 2013 - 9:02PM
#7
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Date Joined:
May 25, 2012
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Agree with OP.
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4 months ago ::
Jan 28, 2013 - 9:39PM
#8
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Date Joined:
Jan 15, 2009
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I LOVE the skill dice. I do hope, however, that an advanced rules module offers the rate to train up your die size in different skills at different rates.
Same.
<Ioun> they're apparently making a MolIsCool pp
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4 months ago ::
Jan 30, 2013 - 9:46AM
#9
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Date Joined:
Jun 15, 2004
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I do not like them. They've slowed my game down. They don't feel intuitive and they give my players more math to do.
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3 months ago ::
Feb 19, 2013 - 5:34AM
#10
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I agree completely with the OP. Skill dice are great!
Sure, the player has to add the two rolls and the character's appropriate modifier, but he or she doesn't have to reference the character sheet to determine how much of a bonus that particular skill gets. It works very well with bounded accuracy, where a higher level character only gets a better chance to succeed, and can still fail against the same challenges it faced at first level (assuming the Skill Focus feat wasn't added after 1st). The skill die also somewhat mitigates the likelihood that a bad d20 roll will cause a character fail a low DC challenge, because it gives another die the player could roll a high score on (though at 1st level, that is not going to be very high).
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