Dishing out wealth/loot is my least favorite aspect of DMing. It's probably the thing I'm worst at.
I don't think I ever got good at it, either.
Yep. 13th Age is the only book I've seen that balances this. 13A gives you backgrounds. They're functionally useless unless the player is clever enough to find use for them. You allocate a given number of points to your backgrounds, but they aren't skills or abilities. They're backstory. Flavor text. Character history. The game gives a list of examples, but it's not a set list. You can create your own.
For instance, maybe your bard used to be a stable hand at a tavern. You give yourself a background in Horse Wrangling, Hospitality, and Tavern Keeping. Your party happens upon a stallion in the woods. You ask the DM if you can use your background in horse wrangling to see if the horse is domesticated. If not, maybe you can roll to tame it.
Can't speak for the game itself because I've never sat down and read through the rules, let alone played, but this sounds like a much tidier, better version of the kind of stuff I always tried to work through. Having your character actually know stuff and be able to do stuff without being reliant on 2 skill points per level, maybe 1 of which you can use for something besides 'Athletics.' (Isn't that what my fucking Strength score is for?)
Players build their characters deliberately. If the party wizard has a background in history, reward him for it. He thoughtfully built his character for that exact moment. Don't make him roll a history check.
Yeeeesssss. One of my favorite houserules that I've almost never gotten to actually play with is 'only roll if there's a legitimate chance of failure.' If you're talking to the wizard about the history of magic, do you really need to give them a chance to fail at knowing? Maybe it is slightly more realistic (scientists can, after all, fail at science rolls), but it's not an engaging way to play a game.
Or, if you do make him roll for a history check, don't let another party member without a background in history do the same. It sucks when the guy who built his character around history rolls low and misses the check, and someone else in the party gets lucky and rolls a 20. It doesn't make narrative sense, it doesn't reward thoughtful character building, and it doesn't force the party to rely on one another.
I do the same thing in my games when I have a party without a charismatic character. I don't want you to roll, I want you to make a compelling argument.
1000%
With the caveat that I'm okay letting a character roll if they're not comfortable being something they want their character to be. We played Mutants & Materminds a long time ago and the guy playing the Tony Stark/Reed Richards character came right out and said 'I'm going to roll for all my great ideas because I am not smart enough to think stuff up on the fly at the table.' I respect that. Same for a Bard - I don't expect a Bard to sit there and compose the lyrics to an inspiring song unless they like... really want to.
But yeah, I genuinely dislike the problem where anyone can roll for any issue, regardless of if they even have any compelling argument for why their character wouldn't utterly fail at that thing immediately.
All those issues with "what do I know" skill checks, we're able to just weave through in the moment. My fighters are engaged outside of combat and don't feel like they only have one option during it. I kind of wonder if it's just chemistry
I think for me it goes back to DMs that basically started DMing at the same time as I started playing more often. 3E/3.5 was a huge boom of new players and DMs. But that means if a lot of your experience comes from that era, you probably also played with a lot of people that were new. And it feels like a common issue with new players/DMs is being aggressively RAW. Want to do a thing, or know a thing? Roll the dice. Don't think about if you should know it, or can know it, or should do it, or can do it... just roll and let the dice tell us what happens. And that can be frustrating when it's used constantly for out-of-combat situations and you're a class that doesn't really get skill points to spare, because you're going to just end up not really being good at very much.
Especially when skills are also tied to ability scores, but your ability scores are handicapped by NEEDING certain ones to constantly go up. Basically, any character that's a class that doesn't NEED Intelligence for combat effectiveness just happens to also be kind of dumb, I guess? It's not a perfect system by any means, but it's especially bad when a DM feels the need to be very rigid about how the rules are supposed to work and what they govern.
It's funny, I don't like being a DM as much as a player, but I actually feel less anxiety as a DM. Weird, right? I guess as a DM I always felt like I was doing the rest of the group a favor by running the game that THEY did not want to run, so if they don't like it they can do it themselves. But when I'm a player, I feel like I want to be useful to the group, be my own important character but not make myself the MAIN character and therefore be careful not to step on anyone else's time to shine, assist the DM by making it easier for them to do their job and not only be engaged but help keep others engaged.. etc etc. Like, I get a lot of anxiety about being a good player and a good party member.
Like, I genuinely never like 'the most powerful' meta options for classes, but I also don't want to intentionally underpower myself and let my team down.
To me it feels like a loss. Like, all the character development is done at creation, and the rest of the game is just following the career path you'd set at level 1. Personal preference and all, but it ties back to what I've said about the ttrpg market catering to character options rather than adventuring options.
Agreed. Well, I agree that a lot of TTRPGs are perfectly set up to allow this. But I do think a good DM can avoid the pitfall of letting players just sort of drift through collecting levels on their pre-determined path to ultimate power.