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"Hey let's keep putting super situational skill stats

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Thread replies: 134
Thread images: 15

"Hey let's keep putting super situational skill stats like swimming that no one will ever use!"
>>
>>54343649
that OP pic makes me feel like I've seen it before but I'm not sure I want to know where
>>
>>54343649
Fuck off Angelica.
>>
>>54343649
Maybe there are other uses for swimming than just swimming in water,.
>>
>>54343680
Oh fuck Angelica, haven't heard the name in a long time. Is OP's pic her? If so
>Imma tear that ass apart
>>
>>54343695
My 30 ranks in Swimming and specialization in "Swimming in piss" will surely allow me to survive my GM's piss-snuff magical realm!
>>
>>54343649
>40k RPGs slimmed down the skill list between Death Watch and Black Crusade
One of the best changes.
>>
>>54343649
How did I know that was angelica at first glance?
All Grown Up was shit
>>
>>54343649

You're the kind of That Guy player who scoffs at swimming and then throws a pissfit when his character drowns crossing a river.

>b-b-b-b-but muh mix-max character wud have a slightly smaller bonus to some other skill if I 'wasted' points in swimming

Deal with it.
>>
>>54343915
Fly
>>
>>54343649
realistically, weapons skills are more situational than swimming.
>>
>>54343933

Right, because every character can fly. KYS, OP.
>>
>>54343915

Or maybe he's a normal player who never puts points in swim and never suffers for it because his DM doesn't care for rivers

Rivers are lame man
>>
>>54343719
Oh sweet naivety. If the GM wants you to drown in piss, you will drown in piss.
>>
>>54343964
In systems with shit like swimming and climbing as the ultimate useless skills, flight is cheap
>>
>>54343649
classic games have proven, water kills... coulda changed a lot of lives if you could swim
>>
>>54343988

Don't forget how potions of waterbreathing are just kind of lying around in random treasure hoards
>>
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>>54343649
>tfw in a group with a fighter, a druid, a ranger and a rogue my fighter is the only one with ranks in Handle Animal, Ride, Survival and Swim.
>tfw the druids and rangers animal companions like me more than them.
>the feels when I befriended a shark after booping its' nose to get it to stop attacking us and I have a new mount for water shenanigans when the druid and ranger are forced to leave their animal companions behind.
>>
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>>54343649
This is bait, right?
>>
>>54343649
It's the DM's job to make that into something interesting. They/you should figure it out.
>>
Depends on where you set your campaign. Is it in the mountains or dungeon diving? Barring flooded catacombs you should be fine without it. Are you having a high seas swashbuckling pirate adventure? Might be wise to put a few points in swim.
>>
>>54344124
water also does occur quite commonly in caves/underground.
>>
>>54343649
This is why I'm glad D&D 5e folded climbing, jumping, and swimming together into a single Athletics skill. It's about fucking time they did that.
>>
>>54344174
True, but most DMs don't make their dungeons triathlons. The better ones have excuses. Necromancer doesn't want the added humidity increasing the rot of his zombie hoard. Bugbear doesn't want fur mold. Drider heard Itsy Bitsy Spider one too many times.
>>
>>54344040
Indeed.

>>54343649
Now, an interesting first take that's proving to be quite effective, sparking discussion on the nature of skill specificity and the necessity of GM's adjudication in this area. Original topic, smooth execution, balanced degree of mocking tone, and the Angelica pic is quite a nice touch. This is actually quite well-done, and more of the same would be a welcome change to the board.

9/10, Great, but not amazing, quite optimistic as to what this baiter will do in the future.
>>
>>54344124
What if you're in a game system and setting where the general assumption is that 95% of the time you'll be on a somewhat hard sci fi space station of some description, and 70% of that time you'll be in micrograv, yet climbing and swimming are still their own skills? Should they exist just in case you come across some freestanding liquid while you're busy murdering mutants in the frozen wastes of Mars?
>>
>>54344213

Yeah, D&D isn't really a system that calls for that much granularity.

Remember when Call of Cthulhu had Fist, Kick, and Headbutt as separate skills?

Sometimes granularity is bad and dumb.
>>
>>54343973
rivers are real tho. i almost drowned in one one time
>>
>>54343915
>play a fighter
>2 skill points per level
>want my character ro be pretty athletic
>look at skills
>climb
>jump
>swim
>run

Nah, Athletics as a skill is a good change, especially compared to editions where being a triathalete apparently requires as much intelligence as basic magic
>>
>>54344224
What if the Necromancer uses superior skeletons and the dungeon is partially flooded? Intruders cant breathe, skellys don't need to. Plus maces would be worse underwater, helping to shore up a weakness
>>
>>54344254
Well if you really want to break it down then it depends on both the system and the setting. On one extreme you have shit like Iron Claw, the Game of Thrones but Zootopia, where splitting up climbing and swimming makes a lot of sense. Then you have DnD/Pathfinder where the bulk of characters will be equally good at swimming and climbing, barring something crazy like a mer or a naga. Then you have Deathwatch, where who gives a fuck what your swim and climb are, you're a super soldier in environmentally sealed power armor.

>>54344335
Well, yeah, obviously. Those were DM excuses to why there's no water in a dungeon. A smart Necromancer would flood the shit out of his dungeon, poison the water to keep lizardmen out, and either teleport in or be carried by minions in a sealed cab through the water.
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>>54343649
But having more skills, is more fun, especially if you don't use most of them.
>>
>>54344262
haha shit I only played it once but I remember that
>>
>>54344262
Another thing I'm glad D&D dropped was skill points. Now you just are or you aren't proficient in a skill, and you get better at all your skills as your proficiency bonus increases.

Less granularity, but the simplicity is a refreshing change of pace. What's especially nice is that your Intelligence modifier no longer applies to how many skills you know, meaning you can finally play a low-Int character who can be good at a wide variety of skills based entirely on his background and class.

No more "Guess I'll just put my single lone skill point into Spot. Maybe I'll put one into Listen next level" trash garbage shit design.
>>
>>54344469
Now that you mention it
>Spot
>Listen
>Perception
are all retarded skills. They should be based off innate stats. Unless you get a prescription nobody practices to "get better at seeing".
>>
>>54344529
I've always figured Perception should be its own stat that you put points into. Same with Willpower. I've been playing D&D since 1995 and I still think the division between Intelligence and Wisdom is absolute bullshit.
>>
>>54343649
>A sea of goblins stands before you
>I roll to swim.

>You are engulfed by the gelatinous cube
>I roll to swim.

>You are trapped in your own super-ego
>I roll to swim.

>You fall right into a vat of boiling pudding
>I roll to swim.

>The floor is too slick with oil to walk acro-
>I roll to swim.

>The black dragon breathes acid down on the party. Luckily your armor prote-
>I roll to swim.

>You are sucked into the vacuum of space
>I roll to swim.
>Anon you can't-
>I got a 17.
>>
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>>54344756
>>You are trapped in your own super-ego
>>I roll to swim.
Pardon?
>>
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>>54344775
>Pardon?

>I rolled a 27.
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>>54344796
>>
>>54344413
The literal fuck have you been doing?

Why are your armor skills all so close together, why do you have two melee skills high, why do you have casting and magic device high, why are your negotiation and investing so low?
>>
>>54344858
All my armor skills are pretty much raised solely through traveling. The high melee skills are the skills I've actually worked towards using, along with casting/magic device. Negotiation and Investing are low because I rarely actually use shops anymore, after investing into all the shops in my home to around 500.
All actual combat at this point is mostly handled by the little girl I started the game with.
>>
>>54344895
>All my armor skills are pretty much raised solely through traveling.
Then why are they forty to sixty points ahead of so many other skills?
>>
>>54344947
Motherfucker loves walking
>>
>>54344947
A combination of having them from the start and remembering to actually raise their potentials.
>>
>>54344529
I think the idea with perception as a skill is to have it be something that can apply on top of Wisdom for things like Elves that would have particularly keen vision or hearing.

Granted, it is more odd to have as a separate skill that you can train in. You could probably make it like Initiative where it's simply a flat wisdom check, and then only have really specific things offer any sort of bonus to it.

Of course, then you get cases where stealth becomes really easy against most things because nobody can train to spot hidden objects, while someone can learn how to hide a lot better.
>>
>>54344224
What Bugbear doesn't want his own indoor swimming pool?
>>
>>54343699
>>54343668
No, but that was my first thought too.

Source is in the file name.
>>
>>54344529
Except it is a skill set but should be rolled up into perception.

It's about how well you can play where's Waldo when looking for tracks, catching an odor and being able to recognize it, seeing broken branches and worn paths where others would see brush, being able to distinguish sounds from a crowd, catch a face in it and so on.

Tracking was and is still a very very real and valued skill. Military teaches it, Rangers spend a good 4 years developing it, hunters mostly use it but on the cheaper end of things, but ye olden hunters extensively used it in hinting badger, deer, wolves and other food and pelt animals.

But they should be skills that co develop, not their own thing individually.
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>>54344833
Failed your perception test. Prepare for vaginal polthergeist.
>>
>>54344213
>D&D 5e folded climbing, jumping, and swimming together into a single Athletics skill
They honestly still should have had skill specializations like most other RPGs, though. It makes sense that someone ATHLETIC would be good at all those things, yes, but even trained olympians aren't necessarily good at all those things at the same degree. Even something as simple as "add half your Proficiency bonus again to a skill specialization" would have gone a long way in giving players incentive to focus skills in certain ways.
>>
>>54345423
Yeah, a degree of granularity would be nice, but it goes against the simplicity 5e was going for.

It might be nice as an optional rule to trade off specialisations in regards to athletics, sacrificing swimming down to just 1/2 proficiency in exchange for adding an extra 1/2 to climbing or whatever, but having it be the default just seems really easy to abuse.

Swim checks aren't usually that difficult, and getting an extra bonus to Grapple checks can,be quite meaningful.

I think it's fine where it is really.
>>
>>54343649
>put nothing in swimming
>drown to death
>>
>>54344555
it was based on nonsense psycology theory that was going on in the 70s, also to make wise holy men and intelegent mages seperate
>>
>>54344413
what game is this?
>>
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>>54345748
Elona. You better be prepared to dump a lot of time into it if you start playing.
>>
>>54345715
>Put points into swimming
>can't Climb down cliff, fall and die
>can't Jump a short gap, fall and die
>can't Spot a pit trap, fall and die

Having 50 different skills is fine if you dont have a system where players can start with 2 or 3 at best.
>>
>>54345773
Ahh i thought it looked familier i played that years ago but never really got anywhere
>>
>have an athletics skill
>athletics skill breaks down into subskill
>putting 1 point or whatever gives you basic proficiency in all those skills
>can increase all the skills up to a cap for a high cost OR individually increase sub skills for halfcost

EX, Raising a macroskill each level increases proficiency with all those skills, but increase exponentially in cost each time. 1 points for first level, 2 points for 2nd, 4 points for 3rd, 8 points for 4th, 16 for 5th

Alternatively, you can just increase a single sub skill rank for half cost. 1 point for 2nd lvl swimming, 2 points for 3rd, 4 points for 4th, and 8 points for 5th

With rank 1 being "Has heard about how to do a thing"

Rank 2 being "has done a thing once or twice"

Rank 3 being "Is practiced at doing a thing"

Rank 4 being "Highly proficient at doing a thing"

And rank 5 being "Expert/professional" at doing a thing

maybe a special rank six if you want to be a "peak human" autist but you can only do it for an individual sub skill and it costs the same as a macro, so lvl 6 running is 32 points
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>>54345885
have exp apply directly.

Rank 1 is 2 EXP
Rank 2 is 4
Rank 3 is 16
Rank 4 is 32
Rank 5 is 64
Rank 6* is 128
>>
>>54344529
>Unless you get a prescription nobody practices to "get better at seeing"
Horseshit. Situational awareness is definitely something that people can and do train in the real world, and is covered by all those skills.
>>
>>54343649
What's what's worse? Hard-core GURP like games where you need to be trained in your unrinaion before you can take a piss, or rules lite super generalist stuff?
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>>54345940
situational awareness is still just perception though.

you can't spot something without perceiving it, you can't detect the exact location of something without perceiving it. Hearing and seeing is literally just perceiving. I feel like it should be separated, but not for your reasoning.

They should be separated because a player can lose an eye or an ear.
>>
>>54345958
>GURPS like
You mean with defaults that mean you don't have to be trained in everything?
>>
>>54345977
>They should be separated because a player can lose an eye or an ear.
>what is situational modifiers
"-3 to perception rolls involving hearing" isn't hard.
>>
>>54346000
It is when your GM never tells you what the perception checks are for, so you say "22", he says "DC was 20, you hear orcs in -" and you have to say "SHIT 19 MAN TELL ME IT"S HEARING".
>>
>>54346038
I usually do it like this:
Give me a perception roll.
>Hearing?
Nah.
>>
>>54346038
This >>54346056

If your DM is the sort to use injury rules that can cause you to lose an eye or ear anyway, then he'll probably be able to at least roughly keep track of who is missing what to know that he should specify what type of perception it is.

Besides, having a general Perception skill means it can also apply to other senses outside of just seeing or hearing, and also means that you don't have a single skill that's arbitrarily broken up and therefore costs twice as much to increase.
>>
Are there any systems where common sense is its own stat?
>>
>>54345982
> with defaults way you don't have to be train in anything.

The default of the defaults (heh) are quite low when you remember it's a 3D6 bell curve. Do anything skil remotely specialist is going to be on the low end of success if you didn't have the skill for it.

You could just run GURPS ultralite without the customisation rules if you wanted to, but why would you choose a system based around modular customisation to begin with then?
>>
>>54346149
Define "common sense".
>>
>>54346149
In Shadowrun, Common Sense is actually an advantage you can take on Char gen. It lets you ask the DM if something is, in a general sense, a bad idea.

Common Sense
COST:3 KARMA
PREREQUISITES:NONE
RATING:NONE
SOURCE:SR5:RF
“Common sense is not so common” as they say. It’s nothing supernatural, just a keen sense of knowing when something is just a bad idea. Any time a character with this quality is about to do something the gamemaster deems foolish, the gamemaster must act as their proverbial inner voice of reason and issue a little warning. The gamemaster can only give a number of warnings per session equal to or less than the character’s Edge rating. After that, they’re on their own.
>>
>>54346149
>>54346215
Also GURPS where it work more or less the same way.
>>
>>54344323
>>play a fighter
Well, there's your mistake right there.

>>54344254
Honestly, for Eclipse Phase, splitting up Swimming and Climbing makes sense. They are edge-case skills in a system absolutely spoiled for skill points. There are times when you desperately want to know how to climb and how to swim, and those times will be extremely different.

That said, >>54344262 has a very valid point.

You >>54345079 would have a point, except that's explicitly either Survival or Investigation, depending on whether you are in the wilds or in a city.

>>54345423
You could do that better with situational modifiers, rather than separate skills. Skill starvation was much too widespread in 3.5.

>>54345885
While this is an interesting way of doing it, it works best in a dice pool system, like Iron Claw or Exalted.

>>54346149
It's a merit in Vampire. A player had it given to his character once. It did not help.
>>
>>54345885
savage worlds sort of does this - raising a skill up to the relevant stats costs 1 point, raising above stat level costs 2 points. so you spend 3 points to raise agi to +3, 5 to raise acrobatics to +4.
>>
>>54347180
Yeah I think Shadowrun does the same thing.

It makes sense but I'm not really fan of it, especially anything you're not automatically defaults to the absolute worst of d4-2 regardless of the stat.
>>
>>54343649

Swimming is only a situational skill if you're a fat americuck who never leaves their bedroom.
>>
>>54348565
Distinguishing between swimming ability and climbing ability and running ability is a situational thing.
>>
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>>54344213
>It's about fucking time they did that.

You mean what 4e did first, kiddo?
>>
>>54348587
Well it's modern video game mentality. I shouldn't have to think and make choices between different options and my character shouldn't have any weak points I should just be able to click a button and do whatever I want even if that means my character is an Olympic level swimmer, climber and sprinter all at once because that's how it works.
>>
>>54344235
keep going
>>
>>54343649
Eh, I actually agree. I hate huge overbloated skill lists with literally everything you can be proficient in stuffed in there. 99%of players never gives a fuck about them anyway, they just focus on getting the combat skills and some actually often used utility, like lockpicking, sneaking or repair. Skill lists should just limit themselves to stuff which will presumably be used at least semi-often in the game and are important for adventurers in given setting. When it comes to everything else, whether a character can do it or not can be determined from their background and other stats.
>>
>>54344413
In computer games it's ok, but on tabletop where the only processor is your easily distractable meaty bitz...
>>
>>54347180
>>54348565
>>54345885
I liked how blue planet did it. Which was set on a appropriately Ocean planet appropriately enough.

Your attribute was the number d10s you could roll, while your skill rank was the numbers on the die which counted towardsas a success.

So having a high attribute but low skill in somethig would improve your over all odds of succes but not the quality.

Not really sure how the math scaled but it made sense to me.
>>
>>54343933
>d&d
Ok hope you also prepare spells to get the rest of the party across, or to gain access to that submerged barge you're looking for. Good thing you picked all of those up, or ponied up a small fortune for the one time use options that are readily sold at children's scroll stand on every street corner.


Oh and
>pirate campaigns aren't a thing.

>>54344213
I almost agree with you. In more modern settings I'd totally agree with you. But d&d and the nebulous several centuries it can consider to be its time period, very few people knew how to swim. People drown all the time in deep puddles. Why not make reference to that and the dangers of water?

I've included optional swimming in every campaign I've ever run (not d&d admittedly), sometimes it saves a ton of time because the nearest bridge is a 2 day hike, sometimes it nabs you phat loot, and sometimes dredging up the bones of a murder victim and burring them is just way easier than bringing the killer to justice.
>>
>>54344213
>This is why I'm glad D&D 5e folded climbing, jumping, and swimming together into a single Athletics skill.
Actually, that was 4e.
>>
>>54343649
I used swimming a few times in my last campaign. Had to swim under a boat to avoid getting crushed.
>>
>>54344529
I like godlike's use of multi skill perception. You have an attribute called sense, and skills for each sense mother fucking including taste.

Its a skill + attribute pool system though. So sense was generic human perception. Where individual sense skills represented being especially honed in one of those areas. You want your character to used to have been a Sommelier? Put some points in taste. Be one of those weirdos who vison bleeds into the high end of infrared? Sight. etc, etc.

Mind you its a supers system where if you crank your sense up high enough you can literally shoot bullets out of the air by sound alone. Which in my opinion is also a fucking plue.
>>
>>54344529
Fuck you I literally had to train my depth perception as a child and I fucking hated every minute of it. Literal visits to the eye doctor's, constant daily exercises.

You have muscles in your eyes, and my right eye was fucking garbage. Still is, but I can only legally drive because of all of those otherwise lost hours.
>>
>>54349048
4e and 5e had the same numbers of skills FYI. They pulled, Dungeonerring, Endurance and Streetwise and bright back Animal handing, Investigation and Performance.

The 4e DM screen even listed which of the old skills were covered by new skills.
>>
Swimming is actually a very important skill.

t. Dutchman who lives right next to a river
>>
>>54349211

Bringing back Animal Handling and Performance is a bit of a mistake imo. Too narrow, as skills.
>>
>>54349226
Performance I can agree with you. Animal handling I don't. Really depends on how natury the campaign is obviously, but there is a pretty big difference between convincing a fellow person to do something, and training an animal to do something especially if it is wild. Language barrier combined with species barrier and all that.

I mean you could throw some penalties on a more generic skill, but what. Make getting rid of those penalties a druid only thing or a feat?
>>
>>54349307

I'd have gone with 'Just use social skills' personally. D&D characters deal with language barrier + species barrier all the time. I mean, Blink Dogs are a thing among others and you wouldn't use Handle Animal for them despite being canines.

I dunno, having 'Social skills but for dumb things' feels a bit limited as a skill.
>>
>>54349307
Animal Handling is worthless because unless you're a Ranger or a Druid, you're never going to use animal handling in a way that would actually make up for the costs of putting points into it.

Think about it, I could put my points into diplomacy and be on good terms with most sentient races, or I can put points into *maybe* convincing a wolf not to eat us while also fucking us over out of getting EXP from the encounter.

It's the sunder of CHA skills, even when it works as intended, you just end up fucking yourself over in the process.
>>
What do you genuinely get out of a skill list larger than, say, FATE's?
>>
>>54349354
>also fucking us over out of getting EXP from the encounter.
Oh is completing a challenge without killing it no longer worth exp in d&d? That used to be baked pretty hard into the rules last I played.
>>
>>54344529
I remembered an anecdote that my mom told me about her roommate. This was the mid 80s in Moscow, and the roommate was going through some kind of training related to the KGB. Nothing super secret, so she would ask my mom for help. She would enter a room, look around for a few seconds, then leave. My mom would then move a few things and then tell her to come in. She was training herself to be able to memorize the exact details of a room and then be able to spot any changes. She seemed to get pretty good at it, from my mom's telling.
>>
You can swim in Mountain Dew and Doritos
>>
>>54349369
Hell originally you only got experience for finding gold.

>>54349354
>>54349307
>>54349226
Performance is there to justify the bard existing.

Animal handing was pointless, nature covered it pretty well. same goes with survival.
>>
>>54349697
>Hell originally you only got experience for finding gold.

I could've sworn you still got monster exp for bypassing them (in a semi permanent manner). I know for a fact 3(.5) that you don't have to strictly kill things. This is generally the case in non-d&d games.
>>
>>54349751
>>54349751
In design intent yes. You gained experience from overcoming obstacles and achieving goals

But by the actual original book rules you got experience from finding gold. That was the explicit player goal. Fighting monsters, disarming traps and sneaking was just a means to that end. How are you got past them was up to you, you could try to sneak pass the dragon or bravely fight it. You had to weigh up which one gave you better odds of getting treasure out to the dungeon because only THAT got you experience.
>>
>>54345694
Obviously, if you want to have specializations, let the players choose one thing in that skill to specialize in and another to be bad at - the one they're good at they have advantage with automatically, the bad one disadvantage. Subject to DM approval, of course.
>>
>>54345773
>Elona
Do you still give birth to xenomorphs from drinking water from wells?
>>
>>54356165
Yep. Although if you get impregnated by a xeno or from drinking from a well, you can always drink a shitton of alcohol until you vomit it out or drink poison to kill it.
>>
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>>54343886
This, fucking this.

As much as I like DH1, it is a clusterfuck of skill bloat and classes.

Black Crusade and Only War are the best of the FFG 40k RPGs.
>>
>>54358471
The change to standard/swift/lightning attack and how unnaturals work is great too.
>>
>>54348670
Player laziness is not a result of video games, stop with this shit.

Show me on the doll where video games touched you, anon.
>>
>>54343649
You aren't supposed to max out swimming unless you have a use for it, you just take enough ranks to not drown if you fall in a river and then forget about it.
>>
>>54345958
Super generalist stuff. I don't know what systems you're talking about, but GURPS isn't it.

Honestly, I've always felt that most of the criticisms people levy at GURPS apply to 3.pf more
>>
I played a CoC game where the entire party almost drowned trying to save another member. None of us took swim thinking it was useless... We were so wrong.
>>
stat her tg!

i bet she has really high rolls against being pinned against a wall!
>>
>>54349035
>spells
Dude, I'm 5th level and I have fly at will. No, no wings.
>>
>>54349035
why you use past tense as if D&D settings actually happened?
>>
>>54348639
>>54344213
That is fucking retarded. You can be good at climbing, or running but not swim. Fact.

Never have neckbeards dictact what athletics mean.
>>
>>54360499
>I want 4000 skills
>>
>>54360499
>I'm black
The rest of the world can swim as good as they can run and climb, anon.
>>
>>54360499
>You can be good at climbing, or running but not swim.
And yet in a system where skill points (or their equivalent) are scarce and you cannot retrain them once they're spent, I think I'd rather be great at one skill then suck in three separate skills.
>>
>>54360557
>>54360572
>>54360499
>>54360535
yeah, most people blow at swimming. nice try though
t. swim coach
>>
>>54361448
I don't have to spend skill points to learn how to swim IRL, nor am I limited in how many skill points I can attain either.

In a tabletop game, unless you're trying to be a simulation based game like GURPS, most people would rather worry about keeping track of 10 skills that cover most situations than 20 skills where only half of them end up being used with any degree of frequency.
>>
>>54360557
Just because you're a fat neckbeard that's equally shit at any physical activity doesn't make that true, anon. Most people can't swim or climb for shit even if they can run with mediocrity.
>>
>>54343915
>>54344006
There are also enchanted items, like rings, that can help you in those situations if you REALLY are worried about it.
>>
>>54361629

Fat people can usually swim pretty good though. Cause they float.
>>
>>54343649
I am still desperately trying to think of a way to include "Forgery" into my campaign. Adventure mostly focused on raiding ancient ruins for cursed artifacts and doesn't involve a ton of documents getting passed around. Any thoughts?
>>
File: fishing rod.png (80KB, 500x501px) Image search: [Google]
fishing rod.png
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>>54343649
>>
>>54363416

let the players spend some time in a city. they'll get into a situation where they need documents eventually. Good rule- if the players have something, they'll find a way to make it valuable. I once won a combat encounter with a length of twine and some bells.

that's not a joke.
>>
>>54363416
Art and artifacts can be forged.
>>
File: forgery.jpg (67KB, 750x600px) Image search: [Google]
forgery.jpg
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>>54363416
I've always held that countries sought to maintain a monopoly on forgery, because the most common use of forgery was to either detect forgeries, or to make something that passed for legitimate, like striking currency.

You know who strikes currency? The Mint. Those motherfuckers have to make the coins as difficult to forge, but easy for them to reproduce, as possible.

So, the question becomes, what are the players doing, and how likely are they to get paid in funny money? More importantly, how likely are they to get caught passing a bad forgery of a coin? Most importantly, how badly would they want revenge on the fucker who bought the cursed artifacts they sweated and bled for with fake coins that got caught at the first merchant they went to?

Pic not entirely related.
>>
>>54348639
That's a dangerous level of smug.
>>
You DO know how to swim /tg/, right?
>>
>>54361448
> most people blow at swimming
And most people are natural climbers or something?
>>
>>54364871
I'm from the Caribbean, so yes.
>>
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>>54347168
>Eclipse Phase
>There are times when you desperately want to know how to climb and how to swim

I can only assume we're not talking about the same game here. Even having a physical body in the first place is nowhere near guaranteed, and if you have one it's more than likely equipped with about half a dozen different locomotive systems that enable you to, you know FLY.
>>
The way I think of it is that you shouldn't have a skill in the game unless it actually can't be resolved without a roll. Most social skills are up in the air when they're used so i understand those usually.
But unless something is specifically working against you everything else should be pretty straightforward "it makes sense for my character to not fuck this up, so he doesn't fuck this up"

When we start rolling dice to see if my character remembers basic information pertinent to their profession or how to tie their fucking shoes with a bad roll of "Use Rope" then the game has completely jumped the fucking shark and the skill system needs reworked.

Seriously, Ive been in games where I was rolling to determine whether my character can remember things he has witnessed. Its the most absurd cancer ever inflicted on roleplay.
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