wyrmfoe
Initiate Douchebag
Posts: 4
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Post by wyrmfoe on Feb 22, 2012 13:56:20 GMT -8
Non weapon proficiencies and weapon proficencies were introduced in either the 1st Ed Unearthed Arcana or the Wilderness and Dungeon Survival Guides. I don't remember which. They weren't presented as part of the core rules until 2nd Ed. Most of the "out of combat" stuff was represented by your ability scores. Strength had Bend Bars, Lift Gates, et al. Charisma was what you used when you wanted to talk to people and get them to tell you stuff or work for you. Then you had the thief, monk, and assassin who had real "skills", like appraisal and such.
That's what I remember anyway.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Feb 26, 2012 2:15:03 GMT -8
I don't understand a desire for a lot of skills. Is it about "immersion" or whatever older edition fans love to talk about? Seems like some very vocal gamers want a very detailed picture of their character when they look at their sheets. But why? Do they need a high Perform skill to confirm their bard can play a lute really well? Feels like people who want more detailed mechanical descriptors for their characters lack a little imagination.
And as a GM I HATE huge skill lists because I have to spend more time considering what details the characters can or can't know, or what they'll be able to do. I love the 4E skill list because I can immediately guess which characters have which skills, which helps me design challenges and place clues while I'm improvising.
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