hogarth wrote:Why do we need a skill system in the first place? Well, in a D&D adventure, people are inevitably going to want to jump over a pit, or climb a wall, or swim a river, or sneak past some guards, and the GM needs to be able to determine whether the attempt succeeds or fails. Having consistent guidelines for those tasks is a good thing; otherwise, you might as well be playing Mother May I or Magical Tea Party (not that anything's wrong with that).
I agree that skills shouldnt be superpowers, but disagree with the above and probably what followed it.
The simplest way to remove the problem os skills becoming something akin to a super power, is to remove the skills.
The DM DOES have guidelines, but doesnt need to know for every blade of grass, rock and tree, what something should be. 2nd edition got a bit stupid in the rules, and this was one of the places, and 3rd etc carried on that idiot tradition.
Everyone can jump, climb, etc... These feats of mobility are not something a PC cannot do, so they are all assumed. Also things like my favorite example of why a skill-system should NOT exist, fire-building. These other things need not be present, gained in some fashion as you level, etc. They really arent something the game nor real world focuses on in the player perspective. If you need a super fire-starter, then you hire one as they are specialized just for that task, like a local guide in a town. The PCs have much more to be worried about than to worried about all these little things. Anyone can start a fire.
Now people will mention tracking and such, but really this is something all persons should be able to do to some degree also, since hunting is something everyone had to do, or trapping, since there is no Walmart to go buy your groceries at.
Common sense should override the need for rules on many of these things. In the FEW instances where they can higheten play, then working with the DM is the best way to go about it, cause everyone from Gary Gygax to Mike Mearls, agrees that the books wont be able to tell you everything they should, as the best person to decide these things at the game is the current DM of YOUR game.
D&D was aided by conventions in growth, and in doing so needed a way to play at conventions. Most convention games were in a tournament format that had someone win. Frank Mentzer did his best to approximate thi within D&D, but we all should know by now, that D&D is not a game with a winner and everyone else losers. Frank did what he had to to for the sake of game growth, define some things more clearly for everyone to be able to use the same rules for fairness at tournaments. Those things were liked by SOME, so they got added in the form of NWPS then skills and feats.
D&D jsut still doesnt work in a tournament format, and as Kuntz recently said as well did Mearls, the DM needs to have more control over these things, than trying to define everything the way the designer of the game sees it, because YOUR DM is the only one that can make the game work for you.
Glad Mearls finally listened to my words and is thinking about some thing, even if not doing things in that direction he agrees the game should move in regards to his articles.
The main things any "skill" needs to do is be available IF someone comes up with it, for EVERYONE to then start using, PCs and DM, and everyone given a chance to use it when appropriate, and have reasonable chances depending on the situation.
Every skill cannot be written down as new ones are thought of daily by players. Nor can every circumstances be thought up such as some DC list with slippery, frozen, etc conditions.
Prewritten adventures CAN know all the circumstances because they were written for it and CAN define some sort of possible DC to guide the DM, otherwise, there is little but the DMs own decisions when they write their own, such as the designers of prewritten adventures dont follow the books guides all the time.
Skills and feats and such need to go away from D&D just as quickly as half-orcs being the product of rape.