Ok, I have waited for this. First, I want to say that I am pretty hyped and nearly everything I heard sound awesome to me, all but this point.
It seems to be, that skills will progress with the characters proficiency bonus and not with ranks to be allocated freely. Now I want to point out 3 different concerns about streamlined skills. Examples will make this post word heavy, sorry.
Paizo told us, that building a character we as players want to build is one of their most important issues, but this skill advancement takes away most of the noncombat choices.
1.: Building a character is fine but what about character development? What is happening to the personality during adventuring? And what does that mean for the characters skills?
Maybe I play a redneck farm boy with some dragon blood mixed in. At the beginning he leaves behind the exhausting farm labor dreaming of exiting adventures, long leggy girls and extensive wealth. But beside some awakening arcane powers he only knows a littlebit about nature and cattle.
After some experience he grows stronger and starts to exalt himself above all those weak town folks. Pushing around the people which seems to need his strength because of their own debility. He learns to intimidate and how to appraise and he gets what he has dreamed of.
Some time later, maybe after the death of one of his mates, he must except the danger he puts himself into. He starts to doubt his own power and grows some more adult. He focusses on unlocking the mysterious power within and learns all he can about the arcane arts…
In first edition this could be done, please tell me that second edition will no forget about the greatness of roleplay outside of combat.
2.: Streamlined skill means there are some skills you are exceptionally good at and some you are absolutely not able to perform. What is with the in-between?
Also the amount of skills has to be reduced. Otherwise there would be to much things a character is not capable of. This seems to be the case with athletics for climbing, swimming and grappling I assume there will be more.
I will now compare to the only one thing about DnD 5e I like “advantage”. They reduced the amount of skill numbers but by getting advantage or disadvantage on a check due to the story you invented for your character the 18 scores on your sheet expand to 54 different talents depending on the task your character faces. If your character is raised in a rocky desert, he is unlike to swim very well even he can be quite good climbing.
There can be diversity even in same classes and back rounds. Attributes and class do not tell everything about my characters.
3.: Like in most RPGs combat is the only encounter the rulebooks seems to know. So many pages of detailed rules and information on how to fight and so less attention to all the interesting stuff happening beside.
The encounter mode was presented as fight mode. You can have downtime, exploration and fight. Will the great rules for chases find their way in the core rules? When I’m DMing I feel a little bit left alone with encounters like a sinking vessel, an angry mob which thinks the adventures are guilty of some evil act (because the real bad guy tricked them) or other stuff.
I totally understand that there can’t be rules for every possible noncombat encounter but please stop the “encounter = sword wielding”-mindset and help DMs building cool and challenging encounter.
And therefor skills are important and not something which is added to a character only because he has to argue with some noble from time to time. They need cool rules.
Please imagine, your group got captured by some evil overlord and he puts them in his personal prison to torture them later that sunny day. Your spellcaster are tied with some anti-magic filament which can’t be torn by pure force and no one has his equipment. The guy who does his duty in this rotting vault is looking like some Quasimodo but without the friendly attitude. What will you do?
Maybe the loving cleric of Shelyn tries to find some beauty beneath his ugliness. Inside/investigation-what-ever-you-call-it-check? She learns that he probably suffered all his live under the disgust of others and this was the only employment he got.
She sees a way to talk her way out, but it surely won’t be easy. To get some advantage the beautiful priestess wants him to get her some water and cloth to clean herself. Easy diplomacy check. She wins, and he brings some water and rags.
Now she starts washing herself in a position where he definitely will beware of her and she is sure he never had seen such a beauty before. Maybe a perform or a bluff check in order to get a good bonus to the unavoidable Diplomacy check.
She fells now ready and tries to charm (unmagically) him by taking about the beauty he can earn if he uncovers his splendid soul, releasing his inner light and following her on the path of love. Very hard diplomacy check. If she makes it, fine escape the castle and you got a buddy. She failed? The guard gets angry and starts to heat some iron bar in the ember mumbling something about ending her beauty.
(In Call of Cthulhu there is a nice rule on forcing a check, means to retry but if you fail the second time, something really worse will happen. This is a cool way to put players in an interesting spot “Do you really take the risk? -evil grin-“ If she makes it the guard suddenly starts to cry and help you out. If not…)
The hideous man calls for two colleges and turn towards the cell. When they enter the rouge recognizes that two of them have a key and one has a small knife. The fight is on. Without your gear this might be pretty one sided but if you win: you claimed your freedom. If you lose the cleric of Shelyn ended up this a huge stigma on her former beautiful face, one fellow is knocked out but maybe the rogue managed to steal a key or the small knife? The guard are satisfied by their easy victory and not intelligent enough to notice. Now can cut the anti-magic filament and free your wizard. Carve a model of a key he can use as material component to cast knock. Or you got a key and wait until the guard sleeps…
What will happen later? Will the cleric of Shelyn remove the scar as soon as possible? Will she try to improve her diplomacy skills to convince more? Will some dark anger raises within her?
One thing I learned in my games is that creating a character is living part of the game. At first you may not even have an idea of what this character will be turn out to be. I have a female tiefling wizard with points in perform / walk in (in German this is a pun Auftreten / Eintreten) and the reason is that is what she was doing in the game not the brawler goes first, no she does, yelling at the enemy try to intimidate them. After she opened an uptight door by rolling natural 20 strength check (strength 10), I really believe that it is impressive seeing her walking in!
To put it in a nutshell, I think that skills are often overlooked, that noncombat encounters should be more present in the rules and personalities need more than skills tied to their job or origins. I dislike the idea of having no control over the noncombat advancement of my character and as a DM I dislike social encounters solved by a single roll.
I know there are different approaches to the game, min-maxed power-characters, high-rollplaying-don’t-giving-a-s***-on-efficiency, beginners, simple-rules-lovers and more. All these are fine and have their place but please don’t forget one off them by trying to keep it simple.
Kind regards