nikita wrote:I do not see why detailed tracking rules would be critical in players selection of certain character types (unless focus of game is the tracking) because I do not see why lack of such rules would forbade or prevent player to choose such skills or backgrounds to her character. Am I right assuming you think that players would be deterred from acting on skills that are not not covered by rules? If so, why?
Let's say you want to make a Captain America-like character who's very athletic, inspiring, and tactically-adept. Your Captain expy has skill modifiers of +10 Athletics, +4 Presence, and +7 Warfare. What do they mean?
In a vacuum, +10 Athletics could be amazing (if the highest DC you expect to face is in the 10-15 range), absolutely pathetic (if the lowest DC you expect to face is in the 25-30 range), or most likely somewhere in the middle, but without knowledge of those DCs you can't make that judgment.
Sure, you can just say "Well, Cap should just take lots of feats and other stuff related to Athletics, Presence, and Warfare so it fits his character," but (A) if having all those numbers
doesn't make you good at those things because you need a +15 to be able to reliable jump 2 feet, inspire one person, or identify basic tactical maneuvers and you can't get more than a +12 to any of those, then you're not going to feel like Cap even if you focus on those areas and will be disappointed in play, and (B) if average DCs for what you want to do are in the low teens for Athletics, low 20s for Presence, and low 30s for Warfare but skill-boosting feats gives the same bonus for all skills, you need to know that you should put more resources towards Warfare and less towards Athletics to be able to do everything you want to do.
Also, if skills are vague ("Warfare lets you identify 'stuff' about enemies' fighting styles, subject to DM discretion") while other parts of the system are concrete ("Casting the
know opponent spell tells the bard his opponent's current total attack bonus, current total AC, weapon proficiencies, favorite fighting style, and mother's maiden name"), then it's impossible judge when it's better to have skills vs. the spells, which can influence your entire character build and can't be changed in play after seeing how the DM rules on your skills; this came up a lot in 3e with Hide vs.
invisibility, Open Lock vs.
knock, and so forth, but in 3e you know exactly when the skills are worse, better, or even with the spells (and what you can do to boost your skills to surpass the spells) and can decide from there whether to be a rogue, a wizard, an arcane trickster, etc.
Imagine for a second that there are no set ACs. Monsters don't have set ACs in their stat blocks, the full plate description just says it's "very protective" without giving any numbers, the PC AC formula is "10 + Dex bonus + whatever number your DM decides works for your character," and so forth. If you want to make a tank-y character who's very hard to hit, how do you do that? You could pick up full plate and a tower shield, but if there are no rules for ACs the DM might rule that enemies with morningstars can hit you easily because they can crush your armor, where taking hide armor wouldn't be thus vulnerable; or he might rule that piercing weapons and grapples ignore your armor because they can find the gaps and you wouldn't have expected that because there's no concept of "touch AC" under this system.
Or maybe you want to be a Legolas-type sniper who is uncannily accurate with a bow. When facing the local Smaug impersonator, without defined ACs against your bow attacks your DM might rule that "Of course you can't hit him, he's motherfucking
Smaug!" or might rule that "Of course you can hit him, you're motherfucking
Legolas!" or might rule that this dragon has an AC of 35 because it's Very Hard to penetrate his scales...unless you specifically describe how you're trying to hit his wings in which case it's an AC of 15 because it's Moderately Hard to hurt the soft fleshy wing surfaces.
In short, the best way to ensure that players can build the character they want to play is to give them the benchmarks they need to make fully-informed decisions during character creation and advancement.