+2 backscratcher wrote:Grimaryl Atyar wrote: I am just saying that training has far more to do with what you know how to do than the attribute does.
I agree, but one of my biggest beefs with primes is that the 'training' you speak off is based solely off an attribute score instead of a backround and/or concept.
For example, lets say you had a fighter who was brought up in the city and used to be a merchant in his past ( character concept ). To do this in C&C, you'd have to take primes in INT ( knowledge of economics, numbers and such ) and CHR prime ( to deal with customers, barter, haggle etc ).
My beef with that is your character is equally skilled in every other aspect of INT and CHR that have nothing to do with being a merchant or city dweller. Also a non human with only 2 primes ( one being STR ) couldn't even have this as a character concept.
Wouldn't it be more logical to get the +6 prime bonus ( or whatever number one might feel is best ) for only the things you actually have training/familiararity in? In my above example, that character would get the +6 prime bonus rolling SEIGE checks that have to do with being a fighter ( your class ), being a merchant ( something you had training in in your past ), and anything pertaining to city knowledge ( the area you were brought up in ). IMO, this is a much better way of doing things.
I have no problem with the SEIGE engine as a mechanic. I have a problem with the numbers and how they're derived. Anything can be houseruled of course, but I'd prefer to add some minor houserules to a game if needed instead of rewriting a major game mechanic due to it's poor design.
BTW, your real-life 'STR prime' example doesn't even work in the C&C rules because 'hitting hard' is not a SEIGE check!
Well, it is a choice. I initially wanted more definition to my skills, etc... but eventually realized my players did not like keeping track, and the very generic approach worked for us. As it stands now I make some general assumptions on skills adventurers would have, and then if they wanted beyond that they had to write up back grounds.
In fact, here is the last iteration of my house rules, technically I still use them, but everyone is happy just using the SIEGE engine and general assumptions rather than track detailed skills.
"
SKILLS and LANGUAGES:
If you want anything beyond what your chosen class give you do a back ground write up explaining how you were raised and trained. As long as you can make it a sensible and realistic back ground I don't care if you have 20 skills or languages. Consider 20 the limit, though.
When I decide a skill/language related roll is needed I will do it as if you have the relevant attribute as Prime, even if it is not, just like I treat Class Skills.
I will not accept skills that are too broadly defined, though. For example, Gymnastics is too broad. You must specify tumbling, balance beam, jumping, the horse, the rings, etc...
As for what a class automatically knows, lets use Wizard as an example. I will be willing to assume they "know" everything about spells, spell casting, spell creation, and creating scrolls, potions, and items. I will not assume they know about magical creatures, the planes of existence, etc...
Similar assumptions will be made for the other spell casting classes. You want them to know about monsters, the planes, etc... then do a back ground write up.
Now a fighter example. I will assume they know how best to fight as an individual and maintain their weapons and armor and how to ride their horse and give basic care to their horse and riding gear. If you want them to know how to make armor, weapons, leather goods, medically treat themselves or others, to be perceptive, etc... you must write up a background history.
For clarity, also list your skills you think your write up gives you. So after you finish your write up then list skills like this:
Weapon crafting
fishing
mountain climbing
skinning animals
etc... "
So I hear where your coming from, I have been there, the iteration prior to the one above was far more detailed, much more like 3E D&D, but I realized it was more detail and work than any of us really wanted to put into it. So is the one above.