Recently I’ve been involved in several discussions regarding skills in D&D.
There’s an attitude I’ve never been able to understand when it comes to roleplaying games (or anything else for that matter): “I have too many options.”
For example, lots of people complain that there are “too many supplements” for their game. In fact, a lot of people are looking forward to 4th Edition precisely because it will strip away all of those supplements. Ignoring for the moment that 4th Edition will have supplements released for it several months before the game itself is actually available, these complaints and this glee simply leave me scratching my head.
If you don’t want them, don’t buy them.
It’s not like someone is coming round to your house, holding a gun to your head, and forcing you to buy a supplement. If you don’t want them, then don’t buy them. Nothing could be easier. Your “problem” can be solved by doing, literally, nothing at all.
On the other hand, if you need them or want them… well, there they are. And the more of them there are, the better it is (because that drastically increases the odds that whatever supplement you need at this particular moment in time will, in fact, exist).
I bring this up because I see the same complaint leveled at 3rd Edition’s skill system.
The sentiment is perhaps most eloquently put by Vinicus Zoio on WotC’s messageboards: “God, I hope they get rid of skill points!”
“GOD, I HOPE THEY GET RID OF SKILL POINTS!”
I really couldn’t disagree more.
The existing skill point system is the best of both worlds.
(1) If you want to quickly generate a character’s skills, select a number of class skills equal to # + Int modifier and give them skill ranks equal to 3 + your level, where # is based on your class. (Multiclass Characters: For each class, select a number of class skills equal to # + Int modifier and give them skill ranks equal to their class level. Add +3 skill ranks to the class skills selected for whatever class was taken at 3rd level.)
(2) If you want to customize your character’s skills, on the other hand, you have complete flexibility to do that.
The only thing I’d tweak is the rules for handling increases in Intelligence so that they retroactively grant you skill points (the same way that Con increases retroactively boost your hit points). You can argue the “realism” of this (I don’t have a problem with it), but it removes the only mechanical hiccup getting in the way of the fast-and-easy creation method of scenario #1.
The Star Wars Saga Edition method of doing things (which appears to also be the way that 4th Edition is going), on the other hand, is remarkably inferior: It gives you scenario #1… and only scenario #1.
And here’s the trick: It doesn’t make scenario #1 any faster or easier. So by adopting the SWSE method of doing things, you’re sacrificing flexibility and customization, and you’re gaining… absolutely nothing.
SKILLED vs. UNSKILLED
To be fair, there is another argument for adopting the SWSE system for handling skills: It eliminates the disparity between skilled and unskilled characters.
The argument goes something like this: A character who specializes in the Hide skill will eventually become so skilled at hiding that a person who hasn’t invested any skill points into Spot will never be able to spot them. (This happens when there is a 20-point difference between the Hide skill bonus and the Spot skill bonus — the 1d20 roll can no longer span that difference.)
SWSE solves this “problem” by turning every character into a renaissance man: Your trained skills are set to:
1d20 + 5 + character level + attribute modifier + miscellaneous modifiers
Your untrained skills are set to:
1d20 + character level + attribute modifier + miscellaneous modifiers
As you can see, this means that all characters become skilled in all things (with the exception of some trained-only skills). A 10th level characters is as a good at every single skill as a trained 1st level character.
This does eliminate the disparity between the skill bonuses of various characters… but it also means that every single character in SWSE is Doc Savage.
FIXING A FALSE PROBLEM
But the real problem with SWSE’s “fix” is that this disparity isn’t actually a problem.
This type of disparity is a problem when it comes to attack bonuses and saving throws, because those are target numbers which are fundamental to a wide array of common challenges in the game: If you’ve reached a point where the rogue will automatically succeed (barring a natural 1) on any saving throw the fighter has any chance of making, then it becomes increasingly difficult to design challenges for the group.
But skills, in general, don’t suffer from these problems. Any problems created by disparities between skilled and non-skilled characters can be simply addressed by:
(1) Rewriting the skill rules to remove a handful of truly problematic skill uses. (Diplomacy and Tumble, I’m looking at you.) These are areas that need to be addressed any way.
(2) Not worrying about it. If the wizard can cast improved invisibility, why are you fretting about the fact that the uber-specialized Hider finds it trivial to sneak past the unskilled Spotter? If the spellcaster can whip off a dominate person, why is it a problem that the relatively naive guy who has never spent a rank in Sense Motive is consistently getting the wool pulled over his eyes by the legendary Bluff specialist?
LACK OF FLEXIBILITY
But an unnecessary lack of flexibility increasingly seems to be the design methodology for 4th Edition. For example, Andy Collins recently discussed the fact that, in 4th Edition, abilities which were once feats and available to any character will now be class-specific abilities. This is one giant leap backwards for the game.
Similarly, it now appears that monsters and PCs will be built on mutually incompatible frameworks.
All of these things are major strikes against 4th Edition, in my opinion. Combined with decisions like removing saving throws from the game (fundamentally altering something that has been a core component of D&D gameplay for more than three decades), focusing the game exclusively on miniature-based tactical play (both in terms of removing real-world measurements from the rules and in terms of designing monsters so that they have no function outside of combat), and changes to the meta-setting of the game (something roughly akin to changing the property names in Monopoly) the prospects for 4th Edition looker bleaker and bleaker for me.
It seems increasingly likely that the game is heading in the wrong direction. I’m still holding out some hope, but my suspicions are growing that I will not be making the transition from 3rd Edition to 4th Edition.











