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4 months ago  ::  Feb 28, 2013 - 6:33AM #31
Keendk
Date Joined: Apr 12, 2010
Posts: 368
Writing from my phone it doesnt really like quotes :p I use the email me function to get updated.
 
 We want two different things I think. You want a narative (gurps as the extreme example) very detailed skill system with rules for different senses. I want boardgame like streamlined skills with wide uses for each skill. Each of us think the opposite is non productive for roleplaying or the mechanical game.

I understand the rules perfectly. DM asks for an atribute check, players ask if they can use a relevant skill, DM says yes or no (p1 background and skills). Hence no straight checks that players cant ask if they can use skills on. Dm calls for one such contest the player must chose wich skill to use...he does not get two rolls from what I can read, you might be able to guide me to where you read that? 

I cant have made myself clear enough: Ive not seen anyone in dnd3.5 with access to BOTH listen and spot deliberately take only listen to create a puposefully sensory lopsided character. That might happen in your games all the time.

As a side note I think its incrrdibly rude to accuse other of using logical falacies or manipulative retoric and then ignore what point they were trying to make. Its arrogant and just plain counter productive to any constructive discussion. Please keep the clevernes in check
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4 months ago  ::  Feb 28, 2013 - 6:41AM #32
Another_Rules_Lawyer
Date Joined: Feb 5, 2013
Posts: 294

Feb 28, 2013 -- 6:08AM, mrpopstar wrote:

If you use the forum's 'quote' feature, the people you're in discussion with will be alerted that someone has responded to something they've said.

Feb 28, 2013 -- 12:32AM, Keendk wrote:

I didnt ask if you could distinguish the two, I asked if it was nesceserry to do so. For the X% who want to play deaf with super vision there is a Y% that just want a smooth game where the DM is not double checking and subtracting skill dice. If 1/10X > Y then maybe it is worth it. But from personal experience 1/11 of characters in my game is not audio/visually impaired.


You're using hyperbole to shoot down a point that was never made.

No one has asserted that they desire to play a sensory-impaired character. I submitted that it is not without reason that the archetypal archer would have keen eyes without having equally keen ears.
 

There is no such thing as a straight WIS check. If the player wants to roll in a skill he is entitled to ask if he can. Why would you deny him sensory input in the lion example? And if you allow him sensory input, why does it matter if its listen OR spot, rather than perception? The ninja tracker elf will EITHER see or hear the clues, you cant roll two skills at once...why? Or do I need to fudge that rule as well as a DM?


You misunderstand the rules. There is ONLY a straight Wisdom check, which a player may then modify with the application of an applicable skill (if and only if they happen to be trained in one).
 

So do we really need two skills just so a minority* can play with mild shortsightednes (not blind or with any stigmatism as you still get your D20 and your ability) for roleplaying puposes? Are there any mechanical benefits?


We need two skills to further enrich our storytelling. Our narrative is far more dynamic than wholesale 'notice' as a trained skill. There are countless examples where there is no opportunity to see, only to hear, and vice versa.

Ultimately, the elf has Advantage with their senses; able to roll once for Listen and once for Spot (if the narrative dictates that a sneaking creature is at risk of being both seen and heard).
 

*I think its safe to assume its a minority, and my guess is that it is rather tiny as well. The only times Ive seen people in dnd have either/or of listen and spot is when they have mechanically forced in to it....and THAT is limiting roleplaying.


You've never witnessed a scenario where a hidden creature has total cover (rendering them impossible to see)?

You've never witnessed a scenario where a skulking creature is using Silence to muffle all noise (rendering them impossible to hear)?

There are infinite examples where these skills may be employed separate from each other...

Differentiation affords me the opportunity to define my capability more finely. You don't see the same opportunity.




From what's been posted in this thread, it seems Keendk and I have similar views on this. 

I see benefits in differentiation, but I'm not sure that those benefits outweigh the cost in complexity.  Is it possible that rolling closely related skills up into fewer skills would make for quicker, easier play, allowing for more fun in the process.  This has already been done with sneak, so that the sneaker isn't effectively at disadvantage while trying to sneak, yet what you propose effectively keeps the sneaker at a disadvantage because you aren't using a single perception skill roll.  And I'm not saying there's anything wrong with that, but maybe it could be done better.  Is there another way to get to the differentiation you want besides having two different skills requiring two different skill rolls?  Some game systems have skill specialization, which makes a character better at a more focused part of a skill, while every other part of a skill is at some baseline ability, unless the character has multiple specializations (or concentrations).  I don't know if that's possible in DDN without overcomplicating it, but if it is, perhaps as an advanced rule, maybe that would give you the differentiation you want while giving those who want a more streamlined game what they want.

And I think that's what's being debated here: not whether or not you should get what you want, but whether or not it is worthwhile to streamline the skills for those who want it simpler, and how to make it work for those who don't.  And trust me, I want options!  Maybe there will come a time when I want a character who can hear a whisper originating on the dark side of the moon from his undersea fortress, while he can't see well enough to read, but right now I want a very quick, very efficient rule-set that can do a good enough job modelling the characters my group wants to play in the limited amount of time we have together.

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4 months ago  ::  Feb 28, 2013 - 7:28AM #33
mrpopstar
  • Dragon Slayer
Date Joined: May 22, 2003
Posts: 2,906

Feb 28, 2013 -- 6:33AM, Keendk wrote:

Writing from my phone it doesnt really like quotes :p I use the email me function to get updated.
 
We want two different things I think. You want a narative (gurps as the extreme example) very detailed skill system with rules for different senses. I want boardgame like streamlined skills with wide uses for each skill. Each of us think the opposite is non productive for roleplaying or the mechanical game.


I don't think that the opposite of what I want is non-productive for roleplaying or the mechanical game. 

I understand the rules perfectly. DM asks for an atribute check, players ask if they can use a relevant skill, DM says yes or no (p1 background and skills). Hence no straight checks that players cant ask if they can use skills on. Dm calls for one such contest the player must chose wich skill to use...he does not get two rolls from what I can read, you might be able to guide me to where you read that?


The game assumes judicious employement of the Rule of Reason.

I cant have made myself clear enough: Ive not seen anyone in dnd3.5 with access to BOTH listen and spot deliberately take only listen to create a puposefully sensory lopsided character. That might happen in your games all the time.


Does it not make sense that not all senses are equal? Does it not make further sense that it doesn't matter which one you invest in? The character with exceptional hearing has the same chance to notice a sneaking creature that the character with exceptional sight does; all things being equal. In the event that the narrative dictates finer points, we can better determine your ability to notice (if it's even possible to see him, or hear him, etc.).

As a side note I think its incrrdibly rude to accuse other of using logical falacies or manipulative retoric and then ignore what point they were trying to make. Its arrogant and just plain counter productive to any constructive discussion. Please keep the clevernes in check


Turning 'I can have a character with sharp hearing and relatively poor vision' into '1/11 of characters in my game is not audio/visually impaired' is a huge jump that is blatantly manipulative leverage used to prove a point. Having vision that is poor in relation to exceptional hearing is not visual impairment.

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4 months ago  ::  Feb 28, 2013 - 7:39AM #34
Another_Rules_Lawyer
Date Joined: Feb 5, 2013
Posts: 294
Or maybe not.
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4 months ago  ::  Feb 28, 2013 - 7:57AM #35
mrpopstar
  • Dragon Slayer
Date Joined: May 22, 2003
Posts: 2,906

Feb 28, 2013 -- 6:41AM, Another_Rules_Lawyer wrote:

From what's been posted in this thread, it seems Keendk and I have similar views on this. 

I see benefits in differentiation, but I'm not sure that those benefits outweigh the cost in complexity.  Is it possible that rolling closely related skills up into fewer skills would make for quicker, easier play, allowing for more fun in the process.  This has already been done with sneak, so that the sneaker isn't effectively at disadvantage while trying to sneak, yet what you propose effectively keeps the sneaker at a disadvantage because you aren't using a single perception skill roll.  And I'm not saying there's anything wrong with that, but maybe it could be done better.  Is there another way to get to the differentiation you want besides having two different skills requiring two different skill rolls?  Some game systems have skill specialization, which makes a character better at a more focused part of a skill, while every other part of a skill is at some baseline ability, unless the character has multiple specializations (or concentrations).  I don't know if that's possible in DDN without overcomplicating it, but if it is, perhaps as an advanced rule, maybe that would give you the differentiation you want while giving those who want a more streamlined game what they want.

And I think that's what's being debated here: not whether or not you should get what you want, but whether or not it is worthwhile to streamline the skills for those who want it simpler, and how to make it work for those who don't.  And trust me, I want options!  Maybe there will come a time when I want a character who can hear a whisper originating on the dark side of the moon from his undersea fortress, while he can't see well enough to read, but right now I want a very quick, very efficient rule-set that can do a good enough job modelling the characters my group wants to play in the limited amount of time we have together.


The goal-post has moved from redundancy (which is the premise of the thread's original post), to efficiency. I moved solely to point out that the skills are not redundant, but there is an insistence to discuss their efficiency, which is a wholly separate issue.

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4 months ago  ::  Feb 28, 2013 - 9:13AM #36
Dragonette
Date Joined: Jul 28, 2011
Posts: 675
Hey,

I deleted the stuff about the self deleted post so there wouldn't be any confusion in the future.

Carry on.

Monica
Monica
Wizards of the Coast Online Community Coordinator
A friendly dragon.
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4 months ago  ::  Feb 28, 2013 - 12:49PM #37
Another_Rules_Lawyer
Date Joined: Feb 5, 2013
Posts: 294

Feb 28, 2013 -- 7:57AM, mrpopstar wrote:

Feb 28, 2013 -- 6:41AM, Another_Rules_Lawyer wrote:

From what's been posted in this thread, it seems Keendk and I have similar views on this. 

I see benefits in differentiation, but I'm not sure that those benefits outweigh the cost in complexity.  Is it possible that rolling closely related skills up into fewer skills would make for quicker, easier play, allowing for more fun in the process.  This has already been done with sneak, so that the sneaker isn't effectively at disadvantage while trying to sneak, yet what you propose effectively keeps the sneaker at a disadvantage because you aren't using a single perception skill roll.  And I'm not saying there's anything wrong with that, but maybe it could be done better.  Is there another way to get to the differentiation you want besides having two different skills requiring two different skill rolls?  Some game systems have skill specialization, which makes a character better at a more focused part of a skill, while every other part of a skill is at some baseline ability, unless the character has multiple specializations (or concentrations).  I don't know if that's possible in DDN without overcomplicating it, but if it is, perhaps as an advanced rule, maybe that would give you the differentiation you want while giving those who want a more streamlined game what they want.

And I think that's what's being debated here: not whether or not you should get what you want, but whether or not it is worthwhile to streamline the skills for those who want it simpler, and how to make it work for those who don't.  And trust me, I want options!  Maybe there will come a time when I want a character who can hear a whisper originating on the dark side of the moon from his undersea fortress, while he can't see well enough to read, but right now I want a very quick, very efficient rule-set that can do a good enough job modelling the characters my group wants to play in the limited amount of time we have together.


The goal-post has moved from redundancy (which is the premise of the thread's original post), to efficiency. I moved solely to point out that the skills are not redundant, but there is an insistence to discuss their efficiency, which is a wholly separate issue.




I guess I was mistaken that the goal of eliminating redundancy was to increase effeciency in this case.  So, what I've really been arguing for is a reduction in safety.

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4 months ago  ::  Mar 01, 2013 - 3:33PM #38
LKD
Date Joined: Nov 12, 2007
Posts: 28
mrpopstar,

I understand your proposal and point, but it seems to not be keeping in theme with the rest of the skills changes. And the question of redundancy was also tied to efficiency in the rules. They are trying to reorganize the skill sets, but seem to have these hold-outs from 3.x regarding specific skills, that should be done away with in my opinion as several other systems have learned from.

The real question I have, in general terms, is does this serve a benefit to the game's atmosphere? Having spot and listen seperate seems to offer no benefit to the system in my opinion, much in the same way ride and drive serve no benefit to the game being seperate. Which if I read right, is the focal point of Keendk's replies.

The request to the general audience from me is why should this be done. It seems incongruous to the rest of the system. There's duplication and unnecessary divisions in the skills descriptions.

Persuasion and intimidation are the same exact description but from a different prospective. Why can't the player determine their method instead of the game breaking it apart? The system feels incomplete and wrong to me.
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4 months ago  ::  Mar 02, 2013 - 2:09AM #39
Keendk
Date Joined: Apr 12, 2010
Posts: 368
I had this argument with a friend a few years back.

He believes that having a multitude of skills (in that case GURPS older edition) helps to define what a char is good at and not good at. In the system I needed 6+ skills to basically be able to be a camera man. 
 
 I believe that havinv fewer skills (dnd) doesnt hold me back as much, I can take one skill to catch them all ( in this example proffesion) and that defined me.

 We both believe in defining the character. Just not the mechanical how.

I think gamewise many skills gets in the way. And if for mechanical reasons (limit on 4 skills for instance) it takes my friend one skill to achieve his concept (master sneaker) I would feel a bit cheated to have to spend 3 for mine (master perciever). He can then spend 3 more skills to define other things he can do. I have 1 skill to do so.

Me and my friend nevervagreed on this by the way. He wanted what he was good at also to symbolize what he wasnt good at. Just like the spot/listen/search vs perception above, the only reason to have them as 3 is to be able NOT to chose one of them. Its a question of what you want the system to portray I guess.
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4 months ago  ::  Mar 03, 2013 - 9:53AM #40
mrpopstar
  • Dragon Slayer
Date Joined: May 22, 2003
Posts: 2,906

Mar 1, 2013 -- 3:33PM, LKD wrote:

mrpopstar,

I understand your proposal and point, but it seems to not be keeping in theme with the rest of the skills changes. And the question of redundancy was also tied to efficiency in the rules. They are trying to reorganize the skill sets, but seem to have these hold-outs from 3.x regarding specific skills, that should be done away with in my opinion as several other systems have learned from.


What is the theme of the rest of the skill changes?

The real question I have, in general terms, is does this serve a benefit to the game's atmosphere? Having spot and listen seperate seems to offer no benefit to the system in my opinion, much in the same way ride and drive serve no benefit to the game being seperate. Which if I read right, is the focal point of Keendk's replies.


I have submitted numerous ways in which having them separate benefits the game's atmosphere. Talamare submitted an example of how combining them is damaging to the game's atmosphere. Keendk linked to another thread that contains a handful of submissions that make a case for keeping them separate, as well.

These submissions are being ignored in favor of already solidified opinions. We can agree to disagree, or you can make a case for them being combined that has more debatable substance than claiming redudancy. -- Offer scenarios and show us how collapsing differentiation is beneficial to the game.

The request to the general audience from me is why should this be done. It seems incongruous to the rest of the system. There's duplication and unnecessary divisions in the skills descriptions.

Persuasion and intimidation are the same exact description but from a different prospective. Why can't the player determine their method instead of the game breaking it apart? The system feels incomplete and wrong to me.


The issue is one of approach. It occurs to me that you are viewing skills as a measure of general capability, when they only serve to describe aspects of exceptional talent or education. Your ability scores mean far more than your skill trianing. A highly perceptive character is defined by his Wisdom and Intelligence, not his skill choices.

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