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Post by The Perilous Dreamer on Mar 28, 2024 17:48:18 GMT -5
12. Skills OD&D, D&D are games where you progress by leveling up. Every player can try everything. Their ability scores are one factor that can be used to determine their chance of doing something. A player that wants to leap into the air and fly, has a zero chance of success unless you have built into the game world something that would give him a chance to do it. Picking a lock, any player can attempt it, the higher the Dexterity, Intelligence and Wisdom scores the higher their change of success. As referee, I can devise a table to take these three factors into account and then adjust them by the condition of the lock and the tools being used. In a game using skills, the skills become dominant and nerfs the chances of all players not having the skill. Skills introduce limits into the game. So I don't use them. Also in old school D&D. Players don't have skills, they have abilities and talents, not skills and proficiencies. The word "skills" makes my skin crawl, there is just something slimy about the word. I kind of feel the same way about it.
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Post by The Perilous Dreamer on Mar 28, 2024 17:50:16 GMT -5
7. I don't use demons and devils and other things of that type from the Supplements I just have no interest in having the players interact with supernatural beings in direct conflict, so I don't use them. I don't use them either, PCs are not on the same power level as supernatural beings, the beings that live in their world are more than enough challenge for them. It is really also the fact that characters in our games never reach the 25th level it would take to be in those kinds of conflicts and even then humans are fragile in comparison.
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Post by hengest on Mar 28, 2024 18:00:45 GMT -5
12. Skills OD&D, D&D are games where you progress by leveling up. Every player can try everything. Their ability scores are one factor that can be used to determine their chance of doing something. A player that wants to leap into the air and fly, has a zero chance of success unless you have built into the game world something that would give him a chance to do it. Picking a lock, any player can attempt it, the higher the Dexterity, Intelligence and Wisdom scores the higher their change of success. As referee, I can devise a table to take these three factors into account and then adjust them by the condition of the lock and the tools being used. In a game using skills, the skills become dominant and nerfs the chances of all players not having the skill. Skills introduce limits into the game. So I don't use them. Also in old school D&D. Players don't have skills, they have abilities and talents, not skills and proficiencies. The word "skills" makes my skin crawl, there is just something slimy about the word. I hadn't noticed this before, but I think you're right. Wow, what a word!
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