Robert FisherJust thinking out loud On general skills in classic D&DIf you register and log in you can add comments to my pages. If viewing the main blog page, click the # underneath an entry to comment on it. (a work in progress...) General skills were introduced to classic D&D in 1987 with the release of the first gazetteer. This system is not entirely unlike AD&D non-weapon proficiencies. (A side point to note is that I now tend to think of classes as very broad skills.) In a Dragonsfoot post, rogueattorney divided the general skills in classic D&D into these categories:
RA went on to give his own take on these categories. Here's mine: Basic skills: Everybody can do these things. Success or failure is usually pretty straightforward. A simple ad hoc mechanic can handle the rare occasion when success is uncertain. Professional skills: These are "downtime" activities. Again, success is rarely uncertain. The only question is whether the PC has the free time. Role-playing skills: RA claims that these skills take the place of role playing. In other games, I have expected players to still role play, but allowed the skill check instead of solely role playing to determine the outcome. So, I am not entirely against these sorts of skills. Still, a game can go by fine without them. Game function skills: Some of these are OK. Some of them, though, seem a bit contrived. (e.g. blind fighting) last updated 1 year ago # |