moriarty777 wrote:
It can be a valid concern but I think it may end up plaguing only certain types of people running and playing the game.
Hey, I'm people.
moriarty777 wrote:
When you are talking about a skill based challenge... say picking a lock or scaling a wall, there probably should be a cap to the difficulties that you'd want to set them at. At some point, a challenging lock will no longer be a challenge to a seasoned and skillful rogue. On the other hand, no matter how skillful or powerful your characters get, that doesn't mean that eventually they will be able to leap tall buildings in a single bound with a 'Jump' check. There are things that will always be impossible to do from a particular hero's mortal perspective.
I think my big "no, no" with this approach is how I perceive level advancement; I don't consider it to have as much to do with the experience of the character in the sense of skills, as with an indication of how powerful the character is. My feeling is that stuff like the Unearthed Arcana breaking down of Tracking into a level scheme are very bad ideas. Neither level advancement nor attributes should have such a huge impact on whether a character can track. The Thief is probably the thin edge of the wedge, from my perspective, though it is possible to construe the majority of his skills as supernatural abilities.
moriarty777 wrote:
However, if you consider saves or checks that take uses the opponent's level or hitdice to determine the CL, then what is the problem?
Folding everything into the combat paradigm, much of which was originally viewed as being supernatural in character (saving throws and hit points especially), is something I would generally seek to avoid now. I used to make use of an extensive skill system for AD&D, and whilst the C&C SIEGE check is much, much simpler (thankfully) than that ever was, I am no longer happy with 5% increments by level as a measurement of character skill. Jumping, swimming, climbing, etcetera, I don't mind these things being advanced, but it seems like they go from "awful" to "awesome", where I would prefer for the scale to be much shorter.
moriarty777 wrote:
All this is naturally the purview of the CK running the game and the flavor and tone they wish to set.
Quite true! Certainly, I have no problem with the SIEGE system with regards to other folk's campaign style. It just does not suit mine. To be clear, the quote that begins this thread should be read as:
"And I have major problems with the 5% increments of "add level" in the SIEGE system, but they are my problems."
To put it another way, these are issues I have considered very closely, and I am satisfied that the core of the SIEGE system simply does not jive with my campaign style, though I found many of the ancillary ideas to be very useful.
moriarty777 wrote:
The game should be partially about outsmarting and besting opponents, not just jumping through hurdles along the way. The game should be more than a continual rolling of the dice which is why, even in low level games, one should have the players roll for only certain things and not everything put in their path.
Quite right, and just such a methodolgy is what renders the SIEGE system redundent for my purposes. If I want a probability of failure to exist, it is just as easy for me to assign it, which neatly sidesteps the issues I have with 5% increments by character level for task resolution.
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