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Spellcasting abilities as skills #556
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We discussed this a lot on Discord, so I decided to sit down and summarize my general thoughts about this. They're mostly negative and not a lot of constructive criticism, which I'm sorry about, but I end up thinking that this is not a good change. Benefits?
That can already be accomplished with a simple variant rule - allow spellcasters to roll 1d20 with their spellcasting bonus minus 2, to set the DC for every spell that they cast.
I think that's an understatement. 99% of full casters will maximize this (gaining expertise at level 2), and 95% of half casters will do the same. I believe that the concept of "character who only casts auto-success spells" is really rare, and the system already supported it by allowing someone to dump their spellcasting ability.
I believe that, in effect, this will just make Acolytes to all be proficient/expert with Divinity. It feels like a false choice, when this skill determines your character's effectiveness at so many things. A much easier way of causing this change is just to give all Acolytes proficiency with Divinity (they already get automatic capability with it!).
The problem here is that flavor needs to be maintained, so unless you're adding a blanket layer of half-proficiency to every save of every monster, this is going to just widen the gap of some monsters - the ogre will be even better at fortitude saves and even worse at will saves. The problem is, players aren't random, and they will target weak saves whenever possible; so in effect it will increase the likelihood of most spells. I don't think the above benefits justify this change, in comparison to all the problems that it creates. There are some other benefits not mentioned here:
And I still think that they don't justify this change enough :/ I'd rather add more local improvements to these issues, after discussing them. For example, allowing Bless to affect spell DCs, or forcing casters to take proficiency/expertise in their classic skill. "Everything should be skills" is a noble idea but I think it can only work here if it's a huge and global change that doesn't move things out of balance. Even then, I'd prefer it if it had multiple strong arguments in favor of it, because players aren't really complaining about the current inelegant state of affairs. The change needs to make the game more fun. Drawbacks & Risks
So, overall, it feels like the benefits do not justify the cost. I'm open to more discussion, as I was initially in favor of this ("everything is skills" would be so nice and simple), but now I just feel like I'm finding more and more problems this creates, and not really seeing how it'll make the game better. |
That solutions you suggest falls short of many of the benefits listed in the OP.
Already did the global change on every place except monster spellcasting. The math is worked out at https://docs.google.com/spreadsheets/d/1sGvcz9vbq9yk4kRBEY6ZYGWhGO6-t7CWudznQcWPk74/edit#gid=158786285
And this is where we differ. You generally prefer small bandages on top of a system to "make it work" while I prefer creating a system that works without the bandages. I'm always after a system with as few bandages as possible.
I don't agree with most statements in here like:
The changes have already been made. And to loosely paraphrase you from previous discussions: "the math can always be fixed".
Guidance should be changed even if we don't do this change. Guidance allows pre-buffing. Additionally, current skills are not non-combat options. You generally phrase the discussions like that, but the current skills (and 5e skills) can be used in combat. Guidance can already allow you a much better chance to trip someone. You have also outlined the problem with Stealth, so these cantrips are already problematic.
Not making this change makes the spellcasting skills much less valuable than others. The reality is that some skills are better than others. Perception and some other are very strong. We should try to improve some, but some will always always be stronger.
It's not a false choice. I could quite easily build a gish who does not use its spellcasting skill beyond capable level. Similarly, most PCs aim to get Perception if they can.
We haven't sorted out how to handle these cases yet. This is premature. |
I can accept the goal of "magic knowledge skills should be more useful", but this change doesn't really do that - it's more like this change causes all casters to have expertise in that skill. ("I could easily build a character that doesn't need expertise in their most defining skill" is true but I believe it'll practically only happen <1% of the time. Maybe 2% of the time for gishes.) I don't think this meaningfully changes the "value" of these skills. It's functionally forcing the casters to be experts in their one skill, but this does not make the other four skills any more appealing for them. Even if they get some extra power sources (from species or feats), investing in a skill will probably just make one of their spells a little bit better. This change does not make the five magical knowledge skills more valuable for any martial character, and it doesn't make Arcana or Psionics more valuable for a Druid. If the skills are not valuable enough, I think a better direction (maybe even regardless of this change) would be to change what they can and cannot do, focusing on reasons (mechanical and flavorful) for characters to invest in skills that aren't for their specific spellcasting power. For example...
You could also add more effects in the game that require the use of these skills - for example, requiring a Mage to make an appropriate skill check when scribing a spell to a spellbook/scroll, or requiring a character to make a Primal check when they eat a Goodberry or trapped in vines of Entangle. However, these will probably feel as a tax for the players, and I can't think of many of them that encourage characters to learn skills from different power sources. |
Some things change as a result of spellcasting with checks. I bolded the ones that are probably bad. Spells that now make target cast spells with disadvantage
Spells/features that now make target cast spells with advantage
Conditions that now make target cast spells with disadvantage:
In particular, exhausted 1 would be extremely detrimental to casters, while (currently) it's only exhausted 3 that troubles martial characters. It would be nice if the rules could say "ability checks other than spellcasting checks" for these cases. however, if that's too ugly, there should probably be another solution. For example, maybe it can be disadvantage only on some specific skill checks (e.g. frightened makes you worse at persuasion but not worse at athletics or arcana). |
Alchemical save DCs are now handled via the Alchemy skill, Maneuver save DCs are now handled via the Weapons skill, and Spell attacks and spell save DCs are now handled via magic skills. |
Extension of #414
See https://spellcasting-skills.kryxrpg.com/
Some benefits of this direction:
Spells can be defended by skills (insight/perception/acrobatics/athletics) where it makes sense as the systems will be alignedSpellcasting is based on how you learn your magic
Occultist: Learns their spells from their patron, Intelligence. Even though their power source is based on their patron, they still learn their spells the same way. That was my logic, at leastThe text was updated successfully, but these errors were encountered: