@faraday said:
@Thenomain said:
If someone doesn't have the skill, aren't they still capable if the associated attribute is above 1?
Sure, to some degree.
But here's the thing... there are a couple ways to approach character creation. (This is true in ANY system, IMHO.)
A lot of games are very specific about what happens if you try to do Skill-Thing without having Skill. Fate, for instance, says that unless you note otherwise you are at the can-at-average level. So if there is Drive in a game, then it's assumed that you know the basics of driving without taking a point. This is the nature of Fate, and it's pretty up-front about it.
Others, as @Alzie mentions, tell you what happens if you don't have any points in the skill. Storyteller/Storytelling penalize you one to three dice. I'd penalize someone another two dice if it's stick-shift because screw stick. (Note: I can't drive stick because screw stick.) This is the nature of WoD.
But I'm not done! Let's cast this in the Online Text Gaming aspect, where I think you have a much stronger point:
You've got X points. You can ask yourself...
- What skills are likely to come up in the game? I'll take as many points as I can in those.
- How do the dice work? I'll try to spend my points most efficiently to maximize my success chance.
- What should my character have, assuming that the names of the levels are accurate reflections of reality?
One of the things we get in tabletop that we don't get online is that the way players take stats are a conversation between the players and the GM. Even in Fate Core they say this, if more in the sense of "if a player takes a skill, find an excuse to use it".
Game design from staff becomes a skill to make this work, here. I don't think #3 works without staff support, and that #1 is the most likely for the casual online gamer. To make #3 work, the player has to be on-board with it before they enter chargen, which makes it a social training issue and not a game-design issue. You need to do what these other RPGs do: Say, 'Hey, making a character is a discussion between you and the game.' Then explain the game.
And finally, I kind of want to explain why I think you're getting push-back here. See, a lot of us loudmouths are used to do-whatever-you-want, find-your-own-entertainment games like how nearly every World of Darkness game has been set up since MasqMush (our progenitor). The idea that we would not game the system is alien to a lot of us, so that should explain the probing questions.
Also, they're probing questions. I don't think any of them are meant to incite or harsh. You're taking it well, but it could look like a dog-pile.