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Omer Golan Joel's avatar

An interesting note is that Classic Traveller's skill system is closer to D&D 3E Feats or ACKS Proficiencies than to later Traveller Skills of D&D 3E Skills. In many cases, outside weapon specializations ("weapon skills"), the skill level matters less than whether or not you have the skill.

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Warburton Expat's avatar

I look at it another way. I call it the "inclusive" vs "exclusive" skill approach - if it's not listed on my character sheet, can I do it anyway, even if not well? Yes (inclusive) or no (exclusive)?

Advanced Dungeons & Dragons 1st ed, as a class-based system, did not cover many more mundane things like "can you tie a knot?" or "can you trap a rabbit?" This is for cultural reasons: as the saying goes, the past is a different country, they do things differently there. When Gygax wrote AD&D in the late 1970s, and certainly when he had his childhood years before, essentially everyone could ride a horse, pitch a tent, cook dinner and so on. No roll was needed because, "yeah, of course you can do that."

There was a level of assumed competency. This was inclusive.

As time went on more and more people lived in urban settings with airconditioning and TV dinners and so on, and this competency could not be assumed. The default went from "yes you can do that (because after all, everyone can)" to "no, you can't do that (because after all, most people can't)". Thus the skill system in AD&D 2nd edition and of course later editions. The game designers couldn't start a fire or ride a horse, so they assumed that characters in a medieval fantasy setting couldn't, either - unless it was written on their character sheet. This was exclusive.

This was compounded by computer games, where character development was commonly in terms of skills. The computer game designer had two options, either to make the skill development closed ("100% now, maxed out") or open ("sure, you can have 150% lockpicking... and do "impossible (-100% to roll" locks!". Now, that's all well and good, but of course since you need only yourself to play computer games, you can play them for many more hours than you can tabletop RPGs. This led to the "drop-down menu effect" at game tables, where the DM would say, "Now what do you do?" and the players looked down at their character sheets, mentally dropping down the menu of applying Skill X to Problem Y - where in previous years, players would look around the table at other players for suggestions.

Let us not give into silly communist ideas that "there's no wrong way to play." Tabletop roleplaying games are a social creative hobby, and therefore we must take approaches which encourage both sociability and creativity.

A game system where, "if it's not listed, you can still do it, even if not well, if it's listed then you can do it well," encourages sociability, since it avoids the "drop-down menu effect". A system which errs on the side of the simple takes the creativity which the rules-lawyer/power-gamer dual-classed player would have applied to minimaxing, and has them apply that creativity to play.

Obviously there are other things to consider, too. There's a difference between, "Even if not listed, you can do it" with a roll of 20 on d20 vs 10. Likewise with +0 as the default and +1 as the first skill level, vs +0 and +5. And of course there may be other considerations like taking extra time, using equipment and so on. And perhaps having the skill is a prerequisite for using the assisting equipment at all. And some kills like horse riding might be available to everyone, and others like flying a jet fighter only to those with training.

But when in doubt, before considering realism or being true to the genre or what-have-you, I would choose whichever approach encourages creativity and sociability at the game table. Because that's where the fun is.

Of course, you may choose a different approach. But you're wrong.

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