I think about the weirdest things. Today’s thoughts are about how a skill-based system in a TTRPG benefits a system in some ways, but holds it back in others; making the choice of a skill-based or skill-free system a matter of table play style preference.
For the sake of clarity, when I talk about skill-based systems, I mean anything from skill-heavy class-based systems like D&D 3.5, or GURPS-like “Nigh infinite skill options,” or World of Darkness-styled systems where the sheet is primarily a list of skills that define the character.
When I talk about skill-free systems, I’m describing engines like Tinyd6 or PbtA.
The usual array of preludes apply here: Your fun is valid; I don’t mean to dunk on anyone’s preferred playstyle or system. Also, there are exceptions to every rule. Finally, there is forever more nuance beyond the stated opinions on the page. These are just my thoughts as best I am able to phrase them.
Skill-System Pros
Expression of Concept
It cannot be overstated that part of the appeal of skill-based systems is that they allow a player to express their character concept in a granular, codified way. This can range from simply taking the skills a player likes for their concept to making sub-optimal decisions (see below) as their sub-optimal nature adds weight to their expression. A player might choose to express that they value the sheet reflecting their character’s underwater basket weaving skill more than they value the chance to succeed at commonly skill checks when game time rolls around.
Optimization
Resource management is inherent to skill-based systems’ character creation, creating engaging decision points for the player. Skill points are a limited resource, and determining where they would be most effectively spent to serve your character’s niche (or lack of one) can be an incredibly fun element of game play. In fact, this sort of game play features heavily in the D&D/Pathfinder family of games; character builds and customization reign supreme there and that can be a ton of fun.
Skill-System Cons
No, you can’t do that
The primary downside of a skill-based system comes after character creation, where particular actions are gated behind those choices you made. When it’s time to jump on a horse and chase down the bad guys, a skill-based system denies anyone who didn’t put skill points into Ride, for that reason only. Compare and contrast with The Freedom To Do Stuff, below.
Rules over Rulings
Skill-based systems inherently encourage and often rely on “paper-button” play, where the player’s primary method of interacting with the game world comes from their character sheet rather than the fiction of the game. The limitation of action options that grows from a granular skill system can often wind up emulating a JRPG’s action menu, where a player seeks to apply the optimal skill to the challenge at hand rather than engaging in the imaginative, interactive back-and-forth with the GM that TTRPGs excell at.
Skill-Free Pros
The Freedom to Do Stuff
Skill-free systems don’t gate the Stuff™ you can do behind character creation choices. If you want to hop on that horse and chase down the badguys, you can do that almost as effectively as the next guy. Probably. Skill free systems can’t punish characters for not having skills, which creates a situation where the optimal decision isn’t a singular foregone conclusion. There aren’t paper buttons to press in every situation, which encourages players to engage with the fiction of the gameworld as presented by the GM.
This leans heavily into the imagination-oriented strengths of the TTRPG.
Mid-Session Expression
You don’t have to punish yourself in order to put points into underwater basket weaving in a skill-free system. If that’s something your character would excell at, then when it comes up in play you’re free to say that they excell at it without having to ‘ignore’ the game mechanics to do so. This enables fictionally oriented character expression, where the character concept decides what you do and don’t excell at.
Skill-Free Cons
Samey-sheet syndrome
The less complex your system, and the fewer customization options you have, the more samey every character sheet is going to look. Mechanically oriented concept expression is, naturally, limited in a system that limits your mechanical options. If all you have is six attributes, what makes your DEX-heavy sheet any different from the next DEX-heavy sheet?
Lack of optimization opportunities
Limiting options and complexity during character creation also reduces the amount of resource management and build planning that a system is capable of. With fewer avenues for strategizing, less strategizing is going to occur.
GM Reliance and The Honor System
Skill-free systems rely heavily on the GM, because they inherently rely more on the imagined game world and the player’s ability to interact with it. This creates a situation where a shared vision of the game world is invaluable, which really relies on a GM’s ability to provide enough detail without boring everyone to death. In addition, the rulings over rules nature of skill free systems in play also relies on a GM to be firm but fair.