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Disabling Traps - ScourgewarMike Mearls is talking about skills. His brief thoughts prompted a rather lengthy train of thoughts from me.

There are basically two types of utility that can be gained from a skill system:

At one extreme, you give a unified mechanic for setting difficulty levels and skill checks. This system is extremely simple to use because all a GM has to do is decide how difficult he wants a task to be (or thinks a task should be). It gives complete flexibility, but no support. For some people this is great: The GM is capable of making consistent, on-the-fly decisions that are satisfying for his players and the rules are extremely easy to learn and remember.

By adding more complexity to the system, you can offer more support to the GM in setting difficulty levels. This is what the core rulebooks do: For any given skill, there are specific guidelines for how difficult various tasks are. For some people this is great because it hard codes a consistency into the system: Players are able to anticipate how hard a task is going to be and the difficulty of a task will remain consistent from one session to the next and even from one group to the next.

(What I like about this approach in the core rulebooks is that you ALSO have a unified mechanic for determining DCs: It’s the best of both worlds. If you want or need the support of the specific guidelines, they’re there for you. If you don’t then you can just ignore them.)

By adding complexity to the system, you can also make using skills either more interesting or more precise. Examples of this include the Craft skill (which already includes a mini-mechanical system for more precisely handling the crafting of items), but could also include stunt systems designed to let you use skills in more complicated and inter-related ways.

Thus, when Mearls says: “Adding more rules to the D&D skill system […] doesn’t make it more interesting. It just bloats the system.” I don’t follow the logic. Certainly adding more rules CAN be nothing more than bloat, but they don’t NEED to be nothing more than bloat.

For example, let’s take a non-RPG example in an attempt to weed out people’s biases. We could talk about Monopoly and Candyland and Chutes & Ladders, for example: Sure, you can strip out all the rules about collecting rents and buying properties from Monopoly. Similarly, you can strip out all the rules about Rainbow Trails and Lollipop Woods from Candyland. But, in either case, you’ve simply stripped the game down to a mechanic of: “Use randomizer. Move piece around board.”

Similarly, you could remove all the rules for combining cards into more powerful hands in Poker, and thus boil the game down to “high card wins”.

Now, there are lots of people who don’t play RPGs in order to experience a game which is MECHANICALLY interesting. They don’t want interesting gameplay from the system, they just want a mechanical structure on which to hang their storytelling and roleplaying. That’s why lots of people want nothing more than a simple, unified mechanic with no bells or whistles: Roll a die, add a modifier, compare to a DC.

For people who want a mechanically interesting game, however, that simplicity is boring. You need more rules in order to make the mechanics interesting — in order to make Monopoly a different game from Chutes & Ladders.

Now, certainly, that doesn’t mean that “more rules = more fun”. For example, Monopoly probably wouldn’t benefit from a system in which you had to re-calculate variable interest rates for loans and mortgages, with those variable interest rates also impacting the rental rates for various properties.

But if you’ve got a stunt system in D&D which does nothing except “bloat the system”, then what you’ve got is a very poorly designed stunt system. Which is why it’s fairly shocking to hear Mearls, the designer of very good stunt systems (IMO), repudiating them as bloated design.

Also, Mearls’ math is wrong. In a system in which skill checks are 1d20 + ability score vs. DC, he claims that: “The (DC – the ability score + 1) times 5 is the chance of success.” It’s not. Take a DC 10 task attempted by someone with an ability score of 10, for example. Mearls claims that the chance of success is 5% (10 – 10 + 1 = 1 x 5 = 5%). It’s not, it’s actually 105%.

(The DC is 10. Your check is d20 + 10. Even with a roll of 1, your result is 11 and you succeed at the check.)

Mearls actually meant that the chance is (DC + the ability score + 1) times 5 is the chance of success.

Adding further perplexity is the fact that Mearls talks about this in connection to a house rule which is primarily about how skills are selected at character creation/advancement, rather than about how DCs are calculated.

Which leads to the other problem with Mearls’ system: There’s no mechanic for advancing skills. Since the DM is apparently supposed to just set a difficulty based on the percentage chance of success he wants a character to have, this isn’t a big deal… except when it comes to opposed checks.

So, boiling it down, I feel there are two points trying to be made here:

1. It would be nice if you didn’t have to spend skill points. Particularly from the POV of GM prep, having to spend all those points is time-consuming.

2. If you just want a barebones mechanic for determining success or failure, it would be nice not to have all these other rules and guidelines “bloating” the system for you.

Both strong points, but Mearls’ suggested solution is over-wrought and ill-thought, IMO. Here’s an easier solution:

SUPER SIMPLE SKILL SYSTEM

1. Characters have a skill bonus equal to “class skill max ranks”. Thus, a 3rd level character has a skill bonus of +6.

2. Characters select a number of skills equal to their class’ skill points per level + their Intelligence modifier (minimum 1).

3. Skill checks are d20 + ability modifier + skill bonus.

4. Ignore all of the suggested DCs in the Skills chapter. For an average person the task is:

DC 0: Automatic
DC 5: Simplistic
DC 10: Easy
DC 15: Average
DC 20: Difficult
DC 25: Very Difficult
DC 30: Almost Impossible
DC 40: Impossible

There you go. For prepping characters, all you’ve got to worry about is selecting which skills they have. For resolving an action, the DM just picks the DC he feels is appropriate. Plus, the system is completely compatible with the existing rules.

(Note: This system explicitly does not use the class/cross-class distinction between skills. It also ignores synergy bonuses, although you can toss those back into the mix on a check-by-check basis if you like.)

Okay, welcome back to June 14th, 2006!

… It’s not June 14th? What are you talking about? I could’ve sworn…

Huh.

Well, apparently I’ve fallen through a timewarp and lost nearly five months of my life. Weird.

Well, in any case: Welcome back. I’m proud to (at long last) present:

RAPPAN ATHUK – LEVEL 7B: THE ETHEREAL PALACE

RTF / HTML
Inset Map
Palace Map – Level 1
Palace Map – Level 2

This level expands the domains of the dreaded phase minotaurs. Used in conjunction with the new mazes for level 7A (see the archives for June or the Creations page), it transforms the phase minotaurs from monsters living amidst rags into the dying nobility of a proud and ancient race. Your players, meanwhile, will be treated to an exploration of a level both magical and enigmatical.

Rappan Athuk Reloaded was, in fact, released during my span of missing time. You should check it out.

(more…)

The mazes for Level 7A of Rappan Athuk, as presented over the past several days, have now been compiled into single, easy-to-download documents available through the Creations page (see link above).

Tomorrow (or possibly the next day) we’ll have a brand new sub-level for the dungeon. And then we’ll move onto something completely different.

Rappan Athuk – Maze 7A-F

June 11th, 2006

Go to Part 1

MAZE 7A-F – MAZE OF CONFUSION

Maze 7A-F - Maze of Confusion

CONFUSION GAS: A gas causing a directional confusion fills the maze. Character must make a Fortitude saving throw (DC 20) each round they remain in the maze. Once they’ve failed their check, there’s a 50% whenever giving directions (left/right) that the character will get the direction wrong. This effect persists until the character is no longer exposed to the gas (by exiting the maze, for example).

The phase minotaurs are immune to the confusion gas.

Rappan Athuk – Maze 7A-E

June 11th, 2006

Go to Part 1

MAZE 7A-E – THE FLOODING MAZE

Maze 7A-E - The Flooding Maze

ALARM AND TRIGGER: In addition to alerting Kazleth, the alarms at the entrances to this maze also cause the entrances to the maze to seal with an adamantium block 10 feet thick (hardness 20, 4800 hp) and begin filling with water. After 10 minutes (100 rounds), the maze will be completely full of water. The maze will remain full for 1d3 days before draining and unsealing.

LEVERS: There’s a lever just inside both entrances of the maze. The only way to exit the maze after its begun filling with water is to pull the lever next to the door on the other side of the maze.

Go to Maze 7A-F

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