D&D 5E The skill system is one dimensional.

I want players to solve puzzles and problems and express themselves through gameplay choices against puzzles and situations. It's fine and good if a player finds a way to fix an issue in 3 die rolls, but it's horrible to design an issue that's solved (or is meant to be solved) by 3 die rolls.

You are correct. This is an example of Bad design.


I went into more detail in my last post, but I hardly think those are the only options, there's lots of possible resource expenditure structures, and it's certainly possible to play the game with consistently repeatable techniques. After all, it's not like anyone seriously expects to drain all of a caster's slots on Spider Climb. The difference between being able to do it once when it's relevant and all the time is quite slim.

I agree. My reply was specifically directed at bringing skills in-line with the OP's expectations vs. D&D's magic system...

Outside of that:

These questions about skills being seen as random vs combat or magic is a discussion that only D&D players seems to have. I think that it is largely a matter of conflicting expectations due to the way D&D scales combat, magic, and HP, vs. its skill progression.

You should not roll unless the PC is having to perform under stress of some kind, and failure is meaningful.

Skill based RPGs make this very clear.

These kind of discussions about "huge margin of failures" for PC's in "everyday tasks" never really come up because they are are non issues. This is due to Skill based RPG's being designed around their skill system. It is not something tacked on to a class based ability system like with WotC D&D.

In my opinion; the PHB and DMG set D&D GM's up for failure here:

Yes, roll if the outcome is uncertain, but the base DC 10 is called "easy"... GM's are being sent contradictory messages on how to set task difficulty, and when to roll.

DC 10 should be - Standard acting under stress (SNAFU) roll. The basic roll when a PC has to perform on demand, yet there are factors that can cause them to fail. Your training should be enough for you to do it, but there are factors that can cause you to screw up.

DC 15 - Difficult - Acting under stress and there are other factors that makes the task harder. Only trained professionals can reliably pull this off...

DC 20 - Hard - The situation or obstacle is exceptionally difficult. Only a trained pro has a chance at success... Or you need to get lucky.

DC 25 - Only with great difficulty. A coin flip for even the most well trained adventurers.

DC 30 - May your gods be with you...

Etc.... This is all just off of the top of my head - in reality more thought needs to be put into this kind of delineation.

WotC D&D has had skill systems that have always had a tacked-on feel to their class/level based game, and they do a bad job of explaining how such skill systems should work in actual play.


In my opinion; I don't think having an explicit 'skill list' is a good idea for class-ability based games.

Something more like Backgrounds/Careers as "skills" - as done in Barbarians of Lemuria RPG is a much better fit for the type of gameplay that D&D generally encourages.
 

log in or register to remove this ad

DEFCON 1 said:
I'm of the opinion that pretty much most of these questions/concerns/wants/needs come down to players and DMs both wanting to play the game in a certain way... and just not trusting the other side to follow them or play that way too.

Why do so many DMs get angry about so many species with Darkvision? Because they want to run their games in such a way that having monsters hiding out in the darkness and then being able to surprise and attack the players from the darkness without the players noticing them is a story they want to tell. But if all the players play species with Darkvision... that's them telling the DM "We don't like that story, so we are deliberately choosing options that stop us from having to be handed that story."



some truth to that, but a lot of that is because they don't take the time to understand the rules. Darkvision is a very very limited type of vision. In almost every game I've ever played in it was treated like the movie Riddick. You can just see in the dark. map out 30ft and then 60ft and imagine all the things you can't see around you. Dark vision is the most abused ability in all of DND and Pathfinder because it's a pain to keep track of who can see what and everyone just defaults to easy mode you can see in the dark. Just following the rules of darkvision as written in the book, I find makes most parties default to torches and light spells. Even descriptions of Drow Cities usually start with glowing fungus and light sources as you get into civilized areas. Because you can't see far enough to avoid the monsters.

Now
Getting behind the utter failure of 5e Darkvision at providing the promise of its premise, the point stands. See also: Tiny 'Knock it off with the random encounters interrupting our long rest, you jerk' Hut.
 

Meh
This is why I just converted 4e skill challenges for near-critical complex situations.
  • 2X successes before X failures.
  • Everyone goes
  • A PC can roll for success, roll to aid another, contest for a reroll, or pass
  • Everyone can roll Primary Skills infinitely
  • Every PC can roll a Secondary Skill once
  • Tertiary skills AKA Nonsense can only be used once period
  • Some skills are auto-fail
  • 2 Passes in a row is failure
 

Meh
This is why I just converted 4e skill challenges for near-critical complex situations.
  • 2X successes before X failures.
  • Everyone goes
  • A PC can roll for success, roll to aid another, contest for a reroll, or pass
  • Everyone can roll Primary Skills infinitely
  • Every PC can roll a Secondary Skill once
  • Tertiary skills AKA Nonsense can only be used once period
  • Some skills are auto-fail
  • 2 Passes in a row is failure
Same, but Nonsense is encourage and rewarded.
 


Meh
This is why I just converted 4e skill challenges for near-critical complex situations.
  • 2X successes before X failures.
  • Everyone goes
  • A PC can roll for success, roll to aid another, contest for a reroll, or pass
  • Everyone can roll Primary Skills infinitely
  • Every PC can roll a Secondary Skill once
  • Tertiary skills AKA Nonsense can only be used once period
  • Some skills are auto-fail
  • 2 Passes in a row is failure
This is exactly the thing I do not want a skill system to deliver. This is a mediocre push your luck dice game with extra descriptive text. The optimization case is trivial, and the decision making is mostly pointless. The only context I can imagine enjoying this as a player is full illusionism; if a DM can persuade me that a unique gamestate was the result of each choice, while using this resolution on the backend without revealing it, I might be able to avoid solving the game. If this is transparent, then I really don't care.
 

I don't actually think "roll to cast" is that fundamentally important in the skill vs. spell capacity question. They have different resource expenditures, generally time vs. limited charges, and it's pretty easy to modulate access to them, thus that having a lot of spell ability limits broad skills. If anything, I think low level utility spells often represent a better core gameplay loop than skill checks do.
Just to clarify, I would not call my homebrew system’s approach “roll to cast”. As I understand it, that’s usually about using a check to see if the spell happened (such as mentioned by @DaedalusX51 in post #24 for DCC or how Shadowdark handles casting or a myriad of other games). I’m just having spells use skill checks like combat specialities use skill checks like how other actions use skill checks. The difference from a spell is what gets used as the method (i.e., your Mage rank versus some skill or speciality). Making it an extension of the skill system avoids problems like the classic knock spell where it just succeeds, making having someone who can pick locks pretty pointless.

Skills are nearly always rolled reactively; a problem or obstacle happens, you roll a skill check to see if it affects you. Spells are proactive; the problem happens, you decide if you want to spend a resource to overcome it. That same thing expands to agency in general, skills rarely provide any ability to frame or alter a situation while spells have lots of declarative text that lets you do that.
There seem to be a couple of issues at play here. The first is granularity. If skills are just about whether you do a thing, then their ability to affect the overall situation is going to be limited. Spells, on the other hand, tend to tell you what happens. They give the players the ability to assert control over the game in a way that skill checks lack.

The second is that skill checks are being made reactively. The player may be setting up the situation that results in the check (“I sneak over there! <gm> Okay, roll Dexterity (Stealth)”), but they don’t have a lot of control over what happens. As you observe, the spell caster can proactively address the situation (“I cast invisibility! <gm>Okay, you’re insivible now.”).

The way I handle this in my homebrew system is by making skills more effectful and intentional. Instead of having checks called by the referee, the player sets stakes. What I mean by “stakes” is they say what they hope to accomplish. After stakes are set, the player specifies the method (skill) and approach (attribute), and the referee indicates consequences (explicitly, but implied ones are okay as long as they’re obvious). If the roll succeeds (even a Mixed Success), the player gets what was at stake. The referee cannot screw them out of it. That should give skills more oomph like what spells have had traditionally (though obviously stakes need to make sense and can’t be stupid stuff like jumping to the moon).

I should note this isn’t a new approach. It’s inspired by other games. I think it could be adapted to D&D, but I expect you’ll find some people who like or prefer the way things work currently, and it won’t work well with certain types of play (particularly those where having the DM curate the experience is important and desired).

There's a lot of hacks that would make sense to put more abilities in the skill system that steal some of that gameplay from spells. Imagine say, a rogue with a pool of "thievery points" they can allot to increase skills checks so they can hit specific DCs, or a specialist character that can assign a floating skill bonus each rest to change their capabilities, or a berserker that can overdrive some skills for X period of time and risk fatigue...there's a lot of different resource models you could layer on top of a skill system.
In my homebrew system, classes in the expert group (such as thieves) can spend MP to add an extra die to their roll. 🤔

Pretty much everyone is going to do some bits of magic (except for barbarians, who eschew magic and have no MP and can never have any MP). That’s just how the setting works (if it’s magical, it uses MP; if it uses MP). The plan is for various classes to interface with it in different ways, but right now there are only the ones we need to play and a list of class ideas without any mechanics attached.

I blame a lot of my idiosyncrasies on a 3e entry into the hobby. It feels entirely normal and natural to me that skills should largely define their effects in player facing material, and the real design question was what those abilities should be and at what rate they should be delivered to characters. I'm still baffled by how comfortable everyone is with just making up a DC. I would have once upon a time called an RPG without an attempt to spell out the applications of skills as an incomplete product.
My first D&D was also 3e, but I missed most of the culture of play surrounding it. I played with a group that (I now recognize) was mixing 2e and 3e. Their game was also almost pure hack and slash, so other stuff tended not to come into play. It was certainly jarring the first time I actually had to RP a situation. After a few of us split off, we just did our own thing. What exposure I got to ideas outside of our group was from discovering OSR stuff online (like Grognardia), which influenced my thinking on how play should go.
 

if a DM can persuade me that a unique gamestate was the result of each choice, while using this resolution on the backend without revealing it, I might be able to avoid solving the game. If this is transparent, then I really don't care.
When I do it, I tend to have different win and defeat state dependent on number of failures and which skills are used.

Like in Negociations and Interrogations, Deception forces lies you have to uphold and Intimidation makes the target more hostile afterwards. Failing Lore skills maked them think you are stupid. Persuassion gets harder as you fail, get caught in lies, or attempt to scare people.
 

I’m just having spells use skill checks like combat specialities use skill checks like how other actions use skill checks. The difference from a spell is what gets used as the method (i.e., your Mage rank versus some skill or speciality). Making it an extension of the skill system avoids problems like the classic knock spell where it just succeeds, making having someone who can pick locks pretty pointless.

So just direct skill check replacement, that makes sense.

The way I handle this in my homebrew system is by making skills more effectful and intentional. Instead of having checks called by the referee, the player sets stakes. What I mean by “stakes” is they say what they hope to accomplish. After stakes are set, the player specifies the method (skill) and approach (attribute), and the referee indicates consequences (explicitly, but implied ones are okay as long as they’re obvious). If the roll succeeds (even a Mixed Success), the player gets what was at stake. The referee cannot screw them out of it. That should give skills more oomph like what spells have had traditionally (though obviously stakes need to make sense and can’t be stupid stuff like jumping to the moon).

I should note this isn’t a new approach. It’s inspired by other games. I think it could be adapted to D&D, but I expect you’ll find some people who like or prefer the way things work currently, and it won’t work well with certain types of play (particularly those where having the DM curate the experience is important and desired).

Ah, I see, that makes even more sense, we're discussing totally different paradigms then. I'm assuming skills have fixed effects and players will get what they want by deploying those effects to alter the game state. There is no question of what the effectiveness of any given action is, that is an intrinsic property of the action and whatever resolution process it uses, not of a negotiation between players.
 

Ah, I see, that makes even more sense, we're discussing totally different paradigms then. I'm assuming skills have fixed effects and players will get what they want by deploying those effects to alter the game state. There is no question of what the effectiveness of any given action is, that is an intrinsic property of the action and whatever resolution process it uses, not of a negotiation between players.
I’m not sure I follow, though maybe it’s because I’ve omitted something, and we’re still on different pages. The efficacy of the action is known because my homebrew system uses static¹ difficulties. The players know what modifiers they have as well as what resources they can bring to bear in a situation. Sometimes the method is constrained by what’s at stake, so you can’t just declare actions willy-nilly. I’m not seeing where the negotiation between players² is, but again I may be missing something or misunderstanding. Perhaps an example would help clarify.

Last session, the PCs wanted to entice a bulette with a horse, so they could surprise attack it while it was distracted. Enticing or tempting a target with something it wants is Seduction, and there’s just no way around that unless you want to use a different method to accomplish your goals. Because none of them had ranks in that skill, they couldn’t³ just roll for it. They suggested sacrificing⁴ the horse (meaning it was no longer a consequence that the horse could be lost but that it definitely would be lost, and other consequences would need to be on the table).

Essentially, what happened:
  1. Players expresses a goal of getting surprise on the bulette (setting the stakes);
  2. The method and approach are decided. The method (Seduction) in this case is determined by the plan. The approach is having Deirdre take point and use her experience with animals (Wisdom).
  3. That yields a modifier of −3, which sucks. The players see that it sucks and need to figure out how to compensate. They could have tried to Work Together, but all of them variously⁵ suck at it. Instead they decide to sacrifice the horse, which effectively takes any kind of failure off the table, but it also guarantees the loss of the horse.
  4. Deirdre’s player rolls and does well enough that they get surprise, causing the bulette to lose its equip phase. The best it can do when it acts is retreat, but it doesn’t because it succeeds on its morale check.

  1. Technically, it supports the idea of difficulty quality. If something is established as low quality, the target is −6. If it’s high quality, it’s +6. If it’s exceptional quality, it’s +12. The quality of the obstacle needs to be known to the players. It’s not been used very much so far. I don’t know whether I’ll keep it, though I hesitate to drop it right now.
  2. If you mean the referee, they’re only performing an adjudication role during Skill Checks except when prompted to provide consequences. One of the things I try to do is partition when the referee is adjudicating versus acting as a player (of the setting, monsters, NPCs, etc) to protect the idea of the “neutral referee”. I sometimes call this “campaign as science experiment” (with the idea you shouldn’t be interfering with the experiment because that messes it up).
  3. Well, they could, but they would have done so at −4 + the attribute, which is terrible.
  4. You can sacrifice something to increase the degree of success by +1. If it’s large, it increases by another +1. If it’s HQ (high quality), it increases another +1. These can stack, so the maximum increase is +3.
  5. None of them have ranks in Seduction, though Tama could have cast Guidance, which would have allowed her to use her Mage rank to Work Together. That would have put her at +2 or +3 depending on the approach. However, Deirdre would have gained +1 stress because of her Magic Intolerance.
 

Remove ads

Top