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What's Your "Sweet Spot" for a Skill system?
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<blockquote data-quote="Laurefindel" data-source="post: 9202320" data-attributes="member: 67296"><p>The One Ring hits my sweet spot for skills.</p><p></p><p>A skill set tailored to the game/setting, and «common» skills separated from «combat» skills so that players won’t feel forced to double down on combat skills at the expense of everything else, or become skill monkeys at the cost of being complete rubbish in combat.</p><p></p><p>I like the execution mechanics, a d12 (really, a d10 plus two symbols but could as well be a simple d12 or d10) and a manageable number of d6. Look for total, stop counting when it exceeds the TN (which is written on your character sheet and is unlikely to change) because excess doesn’t matter. Look out for the symbols on the d12 (could as easily be 1 or 12) and 6s for degrees of success. Easy, quick, versatile. I like it.</p></blockquote><p></p>
[QUOTE="Laurefindel, post: 9202320, member: 67296"] The One Ring hits my sweet spot for skills. A skill set tailored to the game/setting, and «common» skills separated from «combat» skills so that players won’t feel forced to double down on combat skills at the expense of everything else, or become skill monkeys at the cost of being complete rubbish in combat. I like the execution mechanics, a d12 (really, a d10 plus two symbols but could as well be a simple d12 or d10) and a manageable number of d6. Look for total, stop counting when it exceeds the TN (which is written on your character sheet and is unlikely to change) because excess doesn’t matter. Look out for the symbols on the d12 (could as easily be 1 or 12) and 6s for degrees of success. Easy, quick, versatile. I like it. [/QUOTE]
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What's Your "Sweet Spot" for a Skill system?
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