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What do you consider the difference between a skill and a 'perk'/'feat' to be?
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rusty_shackleford
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What do you consider the difference between a skill and a 'perk'/'feat' to be?
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Skill is something that can be developed through some active means of pursuance.
A perk/feat is the result of an "experience" that produces a negative or positive effect on the character.
Learning to work with power tools is a skill that is improved with time.
An accident using power tools can create a condition (perk/feat) that has a negative/positive effect when using them.
You buy a perk and learn a skill.
VAE VICTIS
Perk/feat is a boolean.
Skill is integer (has continuity of improvement).
Skill is integer (has continuity of improvement).
Iren's PbP - Felix
Came to write this but was going to say boolean/float.DemoGraph wrote: β December 12th, 2025, 22:06Perk/feat is a boolean.
Skill is integer (has continuity of improvement).
A float is just an integer crossdressing.J1M wrote: β December 12th, 2025, 22:21Came to write this but was going to say boolean/float.DemoGraph wrote: β December 12th, 2025, 22:06Perk/feat is a boolean.
Skill is integer (has continuity of improvement).
VAE VICTIS
Forgetful integer.Stack of Turtles wrote: β December 12th, 2025, 22:23A float is just an integer crossdressing.J1M wrote: β December 12th, 2025, 22:21Came to write this but was going to say boolean/float.DemoGraph wrote: β December 12th, 2025, 22:06Perk/feat is a boolean.
Skill is integer (has continuity of improvement).
I don't consider there to be a real difference. Skills, feats, and attributes are all just buildspace decisions in the modern game. Attributes used to be mostly-immutable intrinsic attributes you didn't really control, but with the advent of point-buy dominating systems, they've just become another form of buildspace cost.
While others above havee argued that a distinction is "skills are a continuum, feats/perks are a binary", I say these are ultimately the same, since it all resolves down to "Can I Do It?". Either you CAN (possibly with savescumming), or you CANNOT. You fail it! Your skill is not enough!
While others above havee argued that a distinction is "skills are a continuum, feats/perks are a binary", I say these are ultimately the same, since it all resolves down to "Can I Do It?". Either you CAN (possibly with savescumming), or you CANNOT. You fail it! Your skill is not enough!
In a more nuanced view, I don't remember seeing long term projects / actions based on feats. Or opposed feat rolls.
Iren's PbP - Felix
Leave it to Norfleet to take a narrowed discussion on a topic, then up it a notch (BAM!) to why he thinks it is all BS anyway.Norfleet wrote: β December 12th, 2025, 23:52I don't consider there to be a real difference. Skills, feats, and attributes are all just buildspace decisions in the modern game. Attributes used to be mostly-immutable intrinsic attributes you didn't really control, but with the advent of point-buy dominating systems, they've just become another form of buildspace cost.
While others above havee argued that a distinction is "skills are a continuum, feats/perks are a binary", I say these are ultimately the same, since it all resolves down to "Can I Do It?". Either you CAN (possibly with savescumming), or you CANNOT. You fail it! Your skill is not enough!
Yeah, but in the game, it's unlocked by spending points you gained at levelling up.Xenich wrote: β December 12th, 2025, 20:51Skill is something that can be developed through some active means of pursuance.
Represented as a thing you unlocked by...spending points you gained at level-up.Xenich wrote: β December 12th, 2025, 20:51A perk/feat is the result of an "experience" that produces a negative or positive effect on the character.
By spending points on it at level up, you mean. The alternative is that it's something you level up by power-drilling every tree you find. But for obvious reasons, grind-by-doing is not a terribly common or popular setup to use in modern games.Xenich wrote: β December 12th, 2025, 20:51Learning to work with power tools is a skill that is improved with time.
I think that's mostly just injuring yourself. It tends not persist until you cause permanent injury. Which is not terribly common in games, especially single player ones, since the ability to permanently cripple your character by random chance isn't a popular design option.Xenich wrote: β December 12th, 2025, 20:51An accident using power tools can create a condition (perk/feat) that has a negative/positive effect when using them.
I mean, it basically is. They're pretty much all just "things you buy with level-up points", only now we have different flavors of level-up points!Xenich wrote: β December 13th, 2025, 18:46Leave it to Norfleet to take a narrowed discussion on a topic, then up it a notch (BAM!) to why he thinks it is all BS anyway.
If you spend points on it then it's a perk, not a skill.Norfleet wrote: β December 13th, 2025, 22:34Yeah, but in the game, it's unlocked by spending points you gained at levelling up.Xenich wrote: β December 12th, 2025, 20:51Skill is something that can be developed through some active means of pursuance.
VAE VICTIS
"Skill Points" predates the existence of "perks" and "perk points". Perks are just a parallel skill system that emerged because skill points had become stale and overused.Stack of Turtles wrote: β December 13th, 2025, 22:45If you spend points on it then it's a perk, not a skill.
