SunHymn,
I'm totally with you on, well, practically everything. However...
Also, really, I can't say that's good practice for every game. It makes sense for D&D's structure, with the classes and the (modern-day) focus on tactical combat; I'm happy that D&D4 went with this approach. But, for example, it would suck in Burning Wheel, where the character sheet *is* your backstory, skills aren't supposed to be equal, and even the least "adventure-y" skills can see some use in helping you achieve campaign and character goals.
-- Alex
I'm totally with you on, well, practically everything. However...
I don't think replacing at-will attacks for fighters with stances (which seem rather lamer to me, too, but the big secret is they're basically the same thing) and digging up a Larry Elmore picture to put on the cover is really a sea change for 4th Edition. You're certainly not going to see a rapid relapse back to the days of save-or-die or ridiculous multiclassing.SunHymn said:And yeah, I know that there are hundreds of thousands who just love their old DnD editions to pieces. And with Essentials, you've managed through b*tching and whining to get your way. It is being returned to stupid hack and slash with a bare modicum of "Choose Your Own Adventure" storytelling (as if Lone Wolf is crap to strive for!), no doubt soon with insta-death and broken rules, fifty multi-class options and more kensai/monk/mage combos that obliterate the universe. So I'm opting out.
To answer the rhetorical question: no, it didn't. D&D didn't start out with rules for skills. "Non-weapon proficiencies" (marvel at the Gygaxian logorrhea!) didn't enter the picture until, like, the late 80s. Before that, it was just taken for granted that the game mechanics on your character sheet didn't represent any of the non-adventuring talents of your character.SunHymn said:And a DM Guide that actually said "If your character wants to be good at sailing/blacksmithing/whatever in his backstory, go for it. No extra skill needed." It took DnD 40 years to get that?!
Also, really, I can't say that's good practice for every game. It makes sense for D&D's structure, with the classes and the (modern-day) focus on tactical combat; I'm happy that D&D4 went with this approach. But, for example, it would suck in Burning Wheel, where the character sheet *is* your backstory, skills aren't supposed to be equal, and even the least "adventure-y" skills can see some use in helping you achieve campaign and character goals.
-- Alex