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*Pathfinder & Starfinder
A skill system (open notes)
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<blockquote data-quote="Frostmarrow" data-source="post: 5796743" data-attributes="member: 1122"><p>It's not faster. It requires at least two die rolls. First a simple set check under an ability score. Then a roll for effect.</p><p></p><p>It's not easier to learn. However the effort needed to learn any skill system is virtually non existant.</p><p></p><p>My model really shines when you want to create a bigger challenge using the same mechanic. The traditional system needs unintuitive wonky advanced rules for anything more complex than a simple check.</p><p>With my model a climbing challenge can be as easy to run whether the character is climbing a bar stool 1 PP, climbing an apple tree 10 PP, or climbing the Mount Everest 8995 PP.</p><p></p><p>Moreover since a Progress point is roughly the same as a Hit point it's easy to cross polinate combat with skill checks. It also presents a connection between time spent doing something and number of attempts doing it.</p><p></p><p>Finally, it allows one or more characters working towards the same goal without having it add another layer of rules.</p><p></p><p>Example I: The group is trailblazing through the underbrush. The DM decides that 20 PPs are needed to cross this part of the jungle. The hazard being being bitten by mosquitos for 1d3 Hp damage per round spent trailblazing.</p><p>Character A uses a Nature skill. Wis 14 1d8+2 PP per success.</p><p>Character B hacks away with his short sword. Str 17 1d6+3 damage per success.</p><p></p><p>Example II: A pick pocket lifts the cleric's holy symbol and runs off with it. The thief has 16 Hp so the DM decides that is what needed to reach in terms of progress.</p><p>Character A, the cleric foolishly gives chase. Dex 8, 1d4-1.</p><p>Character B throws a belaying pin after the thief. Dex12, 1d6+1.</p><p>The thief is gone unless caught within two rounds.</p><p></p><p>It is modular and can be used with any edition. It works with magic (for instance a <em>Knock</em> spell opens 10PP worth of door).</p></blockquote><p></p>
[QUOTE="Frostmarrow, post: 5796743, member: 1122"] It's not faster. It requires at least two die rolls. First a simple set check under an ability score. Then a roll for effect. It's not easier to learn. However the effort needed to learn any skill system is virtually non existant. My model really shines when you want to create a bigger challenge using the same mechanic. The traditional system needs unintuitive wonky advanced rules for anything more complex than a simple check. With my model a climbing challenge can be as easy to run whether the character is climbing a bar stool 1 PP, climbing an apple tree 10 PP, or climbing the Mount Everest 8995 PP. Moreover since a Progress point is roughly the same as a Hit point it's easy to cross polinate combat with skill checks. It also presents a connection between time spent doing something and number of attempts doing it. Finally, it allows one or more characters working towards the same goal without having it add another layer of rules. Example I: The group is trailblazing through the underbrush. The DM decides that 20 PPs are needed to cross this part of the jungle. The hazard being being bitten by mosquitos for 1d3 Hp damage per round spent trailblazing. Character A uses a Nature skill. Wis 14 1d8+2 PP per success. Character B hacks away with his short sword. Str 17 1d6+3 damage per success. Example II: A pick pocket lifts the cleric's holy symbol and runs off with it. The thief has 16 Hp so the DM decides that is what needed to reach in terms of progress. Character A, the cleric foolishly gives chase. Dex 8, 1d4-1. Character B throws a belaying pin after the thief. Dex12, 1d6+1. The thief is gone unless caught within two rounds. It is modular and can be used with any edition. It works with magic (for instance a [I]Knock[/I] spell opens 10PP worth of door). [/QUOTE]
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A skill system (open notes)
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