tbeard1999
SOC-14 1K
No one is arguing that your methodology doesn't do what you think it does.
What we're saying is we don't feel that what it does is accurate.
Many of us really would rather have that Dex 15 Navy Corpsman cutting the bullet out than the dex 3 skill 4 fumbling old GP with 40 years of practice, and quite possibly a case of parkinsons... But when it comes to which drugs, I'd rather have the medical 2 intern...
Medical practice is one area where most games ARE unrealistic, and it is so for reasons of playability.
Which would you rather have shooting at you: Dex 3 ACR 4, or Dex15 ACR 2.
I want Mr. Parkinsons shooting... he's more likely to miss on the first shot.
And yes, I do equate Dex 3 with early onset parkinsons, or mild Muscular Dystrophy, or cerebral palsy. Dex 2 is noticeable, and dex 1 is barely functioning, stumbling as he walks, and barely able to hold onto the walker....
Yes, but this is a bit of a straw man, isn't it? I don't think that anyone seriously argues that someone with cerebral palsy or MD or Parkinson's would have a hard time shooting a gun, whatever his skill.
The question is whether you'd prefer a DEX 4 doctor with Medical-5 over a DEX 10 corpsman with Medical-1.
Admittedly, the optimum ratio of attributes to skills is subjective. But Supp 4 is correct that relatively low net modifiers will "break" the 2d6 system by making actions effectively impossible or effectively automatic. This is a fact that the designer needs to take into account when designing modifiers regimes for any game.
But I do notice that the US Army (for instance) has a training program that turns out highly capable snipers in a relatively short period of time and as far as I know, the program works with soldiers of average ability (for soldiers that it). James Dunnigan says that a highly capable sniper can be produced after firing about 500-600 rounds on the range.
The key seems to be discipline and systematic training, not hand-eye coordination.
So I'd submit that the attribute component in shooting a gun is minimal.
Indeed, I think that most non-physical activities have a relatively minimal attribute component, when we start talking about professional levels of competence (level-3 in CT).
As a lawyer, I've found that an extremely high IQ has little to do with competence. An above average IQ is arguably required to get through law school and handle the amount of reading required in practice. But successful lawyers win by hard work, superior experience, and overconfidence of their opponents. I suspect that the same is true of most professions. That seems to me to be the real world definition of a purely skill-based activity, rather than a blended (skills and attributes) activity.
Now, truly gifted people do seem to be able to master a skill quicker. And they can more or less fake a low level of competence in the absence of real training. But in a modern society, expertise is what you usually get paid for, not raw intelligence, strength, coordination, etc. This seems to me to argue rather strongly for minimal attibute influence on most skill checks.
That said, from personal experience, I believe that physical qualities like size, reach and stamina have a profound effect on physical talents like boxing, judo and tae kwon do. So I wouldn't object to a system that weighs physical attributes heavily in a melee system. In my personal experience, "the bigger they are, the harder they fall" is pure BS.
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