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What do you consider the difference between a skill and a 'perk'/'feat' to be?

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What do you consider the difference between a skill and a 'perk'/'feat' to be?

Post by rusty_shackleford »

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Xenich
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Post by Xenich »

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.
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Post by Stack of Turtles »

You buy a perk and learn a skill.
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Post by DemoGraph »

Perk/feat is a boolean.
Skill is integer (has continuity of improvement).
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Post by J1M »

DemoGraph wrote: ↑ December 12th, 2025, 22:06
Perk/feat is a boolean.
Skill is integer (has continuity of improvement).
Came to write this but was going to say boolean/float.
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Post by Stack of Turtles »

J1M wrote: ↑ December 12th, 2025, 22:21
DemoGraph wrote: ↑ December 12th, 2025, 22:06
Perk/feat is a boolean.
Skill is integer (has continuity of improvement).
Came to write this but was going to say boolean/float.
A float is just an integer crossdressing.
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Post by J1M »

Stack of Turtles wrote: ↑ December 12th, 2025, 22:23
J1M wrote: ↑ December 12th, 2025, 22:21
DemoGraph wrote: ↑ December 12th, 2025, 22:06
Perk/feat is a boolean.
Skill is integer (has continuity of improvement).
Came to write this but was going to say boolean/float.
A float is just an integer crossdressing.
Forgetful integer.
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Post by Norfleet »

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!
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Post by DemoGraph »

In a more nuanced view, I don't remember seeing long term projects / actions based on feats. Or opposed feat rolls.
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Post by Xenich »

Norfleet wrote: ↑ December 12th, 2025, 23:52
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!
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.

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Post by Norfleet »

Xenich wrote: ↑ December 12th, 2025, 20:51
Skill is something that can be developed through some active means of pursuance.
Yeah, but in the game, it's unlocked by spending points you gained at levelling up.
Xenich wrote: ↑ December 12th, 2025, 20:51
A perk/feat is the result of an "experience" that produces a negative or positive effect on the character.
Represented as a thing you unlocked by...spending points you gained at level-up.
Xenich wrote: ↑ December 12th, 2025, 20:51
Learning to work with power tools is a skill that is improved with time.
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: ↑ December 12th, 2025, 20:51
An accident using power tools can create a condition (perk/feat) that has a negative/positive effect when using them.
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: ↑ December 13th, 2025, 18:46
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.
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!
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Post by Stack of Turtles »

Norfleet wrote: ↑ December 13th, 2025, 22:34
Xenich wrote: ↑ December 12th, 2025, 20:51
Skill is something that can be developed through some active means of pursuance.
Yeah, but in the game, it's unlocked by spending points you gained at levelling up.
If you spend points on it then it's a perk, not a skill.
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Post by Norfleet »

Stack of Turtles wrote: ↑ December 13th, 2025, 22:45
If you spend points on it then it's a perk, not a skill.
"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.