Yet More Thoughts about Skills

Last month, I presented a draft of a proposed new character class for inclusion in Secrets of sha-Arthan, the tomb robber. A common question about the class, both in the comments and in separate emails, concerned my inclusion of skills among the tomb robber's abilities. Long-time readers will no doubt remember that, in the early days of this blog, I was a fairly strong opponent of the inclusion of a skill system into class-based RPGs like Dungeons & Dragons. I was likewise an opponent of the thief class introduced in Greyhawk, viewing it as a self-justifying class for which there is no real need.

In the early days of the Old School Renaissance, such positions were pretty common, maybe even normative. This was, after all, the beginning of the re-evaluation of the virtues of Original D&D (1974), when a lot of us who'd either never played OD&D (raises hand) or who had long ago abandoned it in favor of later elaborations upon it, embraced it with zeal. Remember, too, that the OSR grew up amid the wreckage of Third Edition, whose mechanical excesses served as negative examples of what could happen when D&D's design "strays" too far from the foundations laid down by Arneson and Gygax in 1974. And one of 3e innovations was the addition of a skill system separate from class abilities.

Looking back on it now, I can see that my desire to avoid what I perceived as the flaws of Third Edition often led me to rhetorical intemperance. That's certainly the case with regards to skills, though, in my defense, I started to moderate my stance relatively early. That moderation was the result of play, particularly in my Dwimmermount megadungeon campaign, where I came to recognize just why the thief class and skill systems had organically evolved. Even so, I retained a certain wariness about both, since I continued to feel, as I still do, that character skills should never become a crutch for lazy play, which is to say, interacting with the game world solely through the game mechanic of skill rolls. 

That said, what ultimately changed my opinion for good was my House of Worms Empire of the Petal Throne campaign (take a drink). EPT, as many of you probably know, includes a skill system – the first, I believe, to appear in any roleplaying game. The skill system is certainly primitive by comparison to those in later RPGs, like Traveller or RuneQuest, of course. Indeed, the skill mechanic is vague and not very well integrated into EPT's overall play, but it's there. Consequently, when refereeing House of Worms, I made regular use of it.

What I discovered is that none of my earlier, hyperbolic concerns proved true at all. Skills never dominated play, nor did they encourage lazy play. The players rarely initiated skill rolls as a means to avoid having to think in-character or grapple with a problem presented to them. Instead, they might ask, "Does my character's Scholar skill give him any idea about the architectural style of this ruin?" or "Might my Jeweler-Goldsmith skill give me some idea of the value of this gemstone?" Sometimes, I'll call for an actual percentile roll to determine whether the skill grants the character the requested knowledge or not, but many times I'll simply make a judgment as to whether or not the skill is sufficiently expansive to grant it. Ultimately, the decision of how to adjudicate skills rested with me, the referee.

For me, that's the key. I dislike skill systems that demand a referee do something in response to a player-initiated successful roll. I much prefer those where skill use is a negotiation between player and referee and the final decision of whether a skill is relevant – or whether a roll is even needed – lies with the referee. Maybe that's common sense, but it's not the way I've often seen skill rolls used. Instead, they're more likely to be something a player employs to ensure a referee does (or does not) do a given thing within the context of the game. "I made a successful Stealth roll, so my character can sneak across the room without being seen by the guards" or "I got a success on my Persuasion roll and convince him not to report this to his superiors."

Skills – or perhaps competencies might be a better term – can be a good way for players and referees to cooperate in interacting with the setting and events within it. That's how I've been handling skills in House of Worms and I've taken that experience into Secrets of sha-Arthan as well – or at least I hope to do so.

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Published on June 02, 2024 21:00
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