The Thrills of Skills

Summer-Knight925

First Post
What is your favorite skill system?

What is it you like about skills in rpgs?

Do you prefer loose skills (like a "science" skill) or detailed skills (like a "biology" skill and a "chemistry" skill)?

Do you feel skills are important to modern rpgs or not?
 

log in or register to remove this ad

Dethklok

First Post
My favorite skill system is one I made, with a skillset so loose it may be regarded as non-existent, but no one knows it. So I'll pick the skill system of White Wolf's Vampire the Masquerade. Vampire did a nice job of giving plenty of well balanced skills, and the way skills could be paired with different attributes depending on the circumstance worked well. And while I generally prefer looser skillsets, the moderate level of detail seemed appropriate for what was (originally) intended as a gritty, real-world sort of game.

Matching the looseness or detail of a skillset to the genre is really an important consideration; for instance, I don't like Call of Cthulhu, but its overburdened skillset isn't so bad in the context of a game with a heavy academic focus. On this basis, I'd say that modern rpgs definitely should use skills, if it's appropriate to the context to have skills rather than some other mechanic.
 

Razjah

Explorer
My favorite skill system is in Burning Wheel. There are a lot of skills in the book. Each race even has some different ones. The system uses dice-pools which can allow other skills to act as a Field of Related Knowledge (FoRK).

I like skills functioning as the "What my character is notably good at." For example, a modern game really doesn't need a literacy skill. But Burning Wheel has true literacy as two separate skills because literacy was so rare around the 12-13th centuries (there is a note by Luke Crane saying this is part of the reason why it is two separate skills-read and write).

I generally prefer more detailed skills. While too many can be bad, I prefer skill-based systems. The detailed skills allow for fine-tuning a character's capacity as well as limiting options to achieve a better feel for the genre of a game (for example, limiting magic skills in a more LotR style game compared to a more "traditional fantasy" vibe).

Hell yes, I think skills are important. They are an excellent method of representing character..well..skill and representing what is important to the player about this character. Skills can act as flags for a GM when creating an adventure, knowing that someone has a more obscure or less common skill can lead to great moments in game when it comes into play.
 

Ahnehnois

First Post
I like the Cortex approach: a relatively finite number of basic, rigidly defined skills, and then past a certain point, you have to specialize, and the specialties are very numerous and open-ended. Also, they advance in a non-linear, non-level-based fashion.
 

Dethklok

First Post
I like the Cortex approach: a relatively finite number of basic, rigidly defined skills, and then past a certain point, you have to specialize, and the specialties are very numerous and open-ended. Also, they advance in a non-linear, non-level-based fashion.
...You know, that sounds brilliant, but somehow it doesn't seem right for the kinds of games I like to play. What's Cortex like?
 

Ahnehnois

First Post
...You know, that sounds brilliant, but somehow it doesn't seem right for the kinds of games I like to play.
Not knowing what kinds of games you like to play, I don't know why this would be.

What's Cortex like?
Instead of a d20 + ability bonus + skill bonus, it's just one die for ability and one die for skill. For skills, the first three steps (d2, d4, and d6) are in a very general skill, like "Science" or "Guns" or "Influence", and the next three (d8, d10, and d12) are in a specialty (like biology, rifles, or diplomacy). So you might have Influence d6/Diplomacy d10/Bluff d12, meaning that you roll a d12 for bluffs, a d10 for diplomacy, and a d6 for anything else social. They suggest specialties, but if you want to be a special snowflake, you can make up your own easily without unbalancing anything, Skills and ability scores are not inherently tied together; some naturally fit but you pick the most appropriate combination for each task you attempt.

Rolling a 1 on both dice is essentially a critical failure, meaning that advances in skill drastically reduce the chance of that happening (unlike in D&D where you have a 5% chance of rolling a 1 no matter how good you are), while critical success is determined by beating the DC by 4. Obviously the probability curves are different than d20, but conceptually, the nature/nurture distinction is still there, the ability scores and skills are delineated like most D&D-like rpgs, and combat and noncombat skills use the same mechanics.

In play, it's very nice. It takes some getting used to, but I find that it's simpler than any of D&D's skill systems but also does more.
 


DonAdam

Explorer
The other nice thing about Cortex is the ability to mix and match skills and abilities. In most contexts, Persuade + Personality makes sense. If talking to a scholar, you might use Persuade + Intellect. It's like a Chinese menu since skills aren't associated with particular scores.
 

Dethklok

First Post
Right, like Vampire the Masquerade. In fact looking carefully at the Cortex system as described, it's quite similar to Vampire, which had a 3-point skill cap and then required you pick a specialty to restrict the benefits from 4- and 5- point skill levels.

For a less heroic, or more low-fantasy game, however, I don't think the option to mix and match attributes and skills is very good, because items commonly add further modifiers. It's much cleaner to roll Skill + Item, where the attribute modifier went into the skill calculation, than to roll Ability + Skill + Item. I rarely recall ever using off-the-wall combinations in Vampire - it's really not that much of a benny to be able to roll Appearance + Computers rather than being restricted to Intelligence + Computers. (Maybe if it were, computer programmers would be snappier dressers.)
 

GMMichael

Guide of Modos
Instead of a d20 + ability bonus + skill bonus, it's just one die for ability and one die for skill. For skills, the first three steps (d2, d4, and d6) are in a very general skill, like "Science" or "Guns" or "Influence", and the next three (d8, d10, and d12) are in a specialty (like biology, rifles, or diplomacy). So you might have Influence d6/Diplomacy d10/Bluff d12, meaning that you roll a d12 for bluffs, a d10 for diplomacy, and a d6 for anything else social. They suggest specialties, but if you want to be a special snowflake, you can make up your own easily without unbalancing anything, Skills and ability scores are not inherently tied together; some naturally fit but you pick the most appropriate combination for each task you attempt.

In play, it's very nice. It takes some getting used to, but I find that it's simpler than any of D&D's skill systems but also does more.

Sounds like the direction that D&D Next is taking. Which is strangely flat for D&D: the probability spread between n00bs and Gods is a, what, d12 at best?

My RPG adds a point bonus to increasing dice, specifically to weapons and armor. So a d6+1 short sword generally does more damage than a d4 dagger, but has pretty poor odds of being effective against d10+3 plate mail.
 

Remove ads

Top