J1M said:
Yes Tony, using (imaginary)
Let me see if I can understand this. You think there are people out there who built a character that had a really high pick lock skill, but didn't bother with disarm traps? People that took lots of points in hide but none in move silently? The 0.2% of the player base you want to cater to can roleplay being bad at half of "Burglary" or "Stealth" if it means that much to them.
Nice straw man kiddo. If you had read my earlier post you would notice that I linked the 'sneak' and 'hide' type functions under a single skill called(*drumroll*) STEALTH! You might as well have been accusing me of wanting to split 'sword' skill up into 'Polish sword', 'Sword overhand swing', 'sword right-to-left cleave' etc.
Don't be an imbecile.
Pick locks adn disarm trap SHOULD be seperate skills, not because many thieves would not build them both, but because they are different ACTIONS altogether and ideally a game system should allow for characters of ANY class to be able to learn skills like lock picking. If your swashbuckling fighter has taken up lockpicking enough to get through the game then that frees the thief up to concentrate on trap disarming and/or stealth or what have you. And that is just one off the top of my head good reason!
Nobody is advocating a single skill or even a single knowledge skill. There is just no point to having a different knowledge skill for every religion.
I would disagree. It is just stupid to think that a guy with masterful knowledge of Asatru should also be automatically well versed in Hinduism or Shinto or Judaism for example.
I would agree(as I have said before) in having an over-arching 'general religion' skill that applies to general, common features of religions(like the tendency of ancient polytheistic religions to have a sun or sky god at the head of the pantheon).
Aside from being stupid game design it has the practical effect of switching the character's knowledge check into a test of what the player knows.
How is it "stupid game design"?! How the fuck does citing another broken aspect of D&D design help your case here?!
Because the player will have to be assigning knowledge points in areas he knows he will need ahead of time in order to be effective.
OR he just develops his character according to his concept of such and he has a DM that is not so incompetent as to design adventures around obscire skills he knows the player characters do not have!
It is fine for adventures top conctain aspects/bonuses/etc. that reward PCs who DO have certain knowledge skills(to great extent even) but if a DM designs an adventure that ultimately cannot be solved without a PC who has uber knowledge of Cthulhu-worship and he knows none of the PCs have such then he is incompetent.
TLDR version: It's an RPG, not an attempt at simulacrum.
RPGs ARE by definition simulation games. They are tactical squad-based simulators which ideally attempt to simulate the existence of heroes/villains in fantastic/not real settings. The "realism"(which seems to obviously be a misleading term since none of you guys are able to grasp it) refers to how well the game system achieves the simulation of such heroism as depicted in books, comics and movies and TV.
John Woo's movies are not "realistic" in terms of conforming to what happens in real life gun fights but a RPG based on John Woo movies(re: Hong Kong Cinema) should be designed as to do a good job of simulating THAT 'un-reality'.
Just as a good FANTASY RPG should simulate the magic systems and such that are found in heroic fantasy FICTION, comics and movie(re: not use a Vancian system that is as foreign and out of place to heroic fantasy as using 'Strength' to figure out the answer to a riddle would be or using intelligence to 'bend bars/lift gates'.
Likewise, unless you are going for a TWERPS type system(Jeff Dee's "The World's Easiest Role Playing System"), skill should be differentiated according to their archetypical use and presence in fantasy fiction.