OSR 2d6 Skill Systems (inspired by other 2d6 things)

Reynard

Legend
Supporter
Yep, that would be easier for sure. My thinking is that there’s significant difference between how “pre-adventuring professions” apply to adventuring scenes. For ex, Sailor or Urchin is usually going to see more frequent and broader use than Beekeeper or Goldsmith.
For sure. You could use a 3d6 random chart with the outliers at the edges.

3=Beekeeper
4=Coifure
5=Tailor
6=Laborer
7=Gravedigger
8=Ratcatcher
9=Squire
10=Merchant
11=Animal husband
12=Scribe/Scholar
13=Blacksmith
14=Stone Mason
15=Barrister
16=Conman
17=Cutpurse
18=Barber/Chirgeon

Or something. The point is useful "regular" professions go near the middle and non-standard worthless ones and very useful ones go at opposite ends.
 

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Quickleaf

Legend
For sure. You could use a 3d6 random chart with the outliers at the edges.

3=Beekeeper
4=Coifure
5=Tailor
6=Laborer
7=Gravedigger
8=Ratcatcher
9=Squire
10=Merchant
11=Animal husband
12=Scribe/Scholar
13=Blacksmith
14=Stone Mason
15=Barrister
16=Conman
17=Cutpurse
18=Barber/Chirgeon

Or something. The point is useful "regular" professions go near the middle and non-standard worthless ones and very useful ones go at opposite ends.
Yeah, that would be a cool approach embracing the randomness. Nice touch using "Coifure" as a profession!
 

Mannahnin

Scion of Murgen (He/Him)
I feel like it would be easier and more holistic to let players just pick or describe a pre-adventuring life profession and playing it by ear if a situation comes up that their "skills" apply to.

Yep, that would be easier for sure. My thinking is that there’s significant difference between how “pre-adventuring professions” apply to adventuring scenes. For ex, Sailor or Urchin is usually going to see more frequent and broader use than Beekeeper or Goldsmith.
Just a word of support for keeping them broad. 5 Torches Deep does something like that with Proficiencies, where they give a 5e-style proficiency bonus to d20 checks based on level, but most proficiencies are relatively broad concepts, and the player can suggest if they might apply & DM can make a call. I found it works well, though some are more commonly applicable than others.
 

The Soloist

Adventurer
For sure. You could use a 3d6 random chart with the outliers at the edges.

3=Beekeeper
4=Coifure
5=Tailor
6=Laborer
7=Gravedigger
8=Ratcatcher
9=Squire
10=Merchant
11=Animal husband
12=Scribe/Scholar
13=Blacksmith
14=Stone Mason
15=Barrister
16=Conman
17=Cutpurse
18=Barber/Chirgeon

Or something. The point is useful "regular" professions go near the middle and non-standard worthless ones and very useful ones go at opposite ends.
I like the bell curve here.

I often use d66 tables for my solo games. I look up both results and select the one that makes more sense. Ex.: For a roll 16 I also look up 61. d66 is 36 results. Good, when you need a larger sample. Free Leagues used them often in their products.
 

Mannahnin

Scion of Murgen (He/Him)
I like the bell curve here.

I often use d66 tables for my solo games. I look up both results and select the one that makes more sense. Ex.: For a roll 16 I also look up 61. d66 is 36 results. Good, when you need a larger sample. Free Leagues used them often in their products.
Yeah, they're cool. I first saw them in Games Workshop stuff in the 90s. Very handy if you're just using d6s, in particular.
 

Quickleaf

Legend
Yeah, they're cool. I first saw them in Games Workshop stuff in the 90s. Very handy if you're just using d6s, in particular.
Oh yeah, I love 'em. With @Reynard's suggestion of a table of professions/background skills, I'd probably go with d66 just to get more options in there, with more "common" or widely applicable backgrounds/skills at the table entries with 16.6% chances like 61, 52, 43, 34, 25, and 16, etc.
You say you don't want to use the system for bribing the guard or rolling perception, but you don't say what you do want to use it for. What sorts of skills, used under what circumstances, are you thinking of?

Broadly, though, using the Turn matrix as the foundation for a general difficulty chart isn't a bad idea.
To get back to the idea of using the Turn Undead matrix as a difficulty chart, I have two questions I'm mulling over...

1) How much guidance does a GM (ok, it's me) need to distinguish a Level 1 lock from a Level 5 lock for purposes of lockpicking? With monsters, Hit Dice makes it clear. In a megadungeon, dungeon levels can work. The chart can be adapted to use damage instead, eg. 1d6 damage per level, so a level 5 challenge would be 5d6 (avg 17 damage), which might work for checks involving falling or even traps or falling damage. But there are plenty of situations that don't conform to these neat numbers, like lockpicking.

2) Is the whole "if the challenge is 3+ levels higher than your level, you just cannot" stipulation natural and useful? Or does it feel like the GM arbitrarily setting a "you must be 5 feet tall for this ride" requirement.
 

The Soloist

Adventurer
For locks, when playing solo, I always try to imagine the level of security needed for the door. Most domestic doors would be level 1. Merchants would invest more in locks, so I go with level 2. A jeweller's locks would be level 3. Level 4 locks would prevent entry into the King's treasure room. Level 5 locks are extremely rare and would be used on a very high level wizard's grimoire on top of magical protection.

I do the same for dungeon doors. The difficulty matches the function and location inside the dungeon.
 

The Soloist

Adventurer
My solo thieves can always open any lock. Each attempt takes time. Time adds up after each failed attempt and the probability of getting caught or attracting wandering monsters rises. How much time it takes for each attempt is up to you.

(edit) Extremely difficult locks could require 2 or even 3 successes to open.
 
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Reynard

Legend
Supporter
My solo thieves can always open any lock. Each attempt takes time. Time adds up after each failed attempt and the probability of getting caught or attracting wandering monsters rises. How much time it takes for each attempt is up to you.

(edit) Extremely difficult locks could require 2 or even 3 successes to open.
This is a good general rule for opening locks in general in D&D style games.
 


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