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General Tabletop Discussion
*Dungeons & Dragons
Alternate Savage Worlds Ability and Wild Die Mechanic
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<blockquote data-quote="Connorsrpg" data-source="post: 6169623" data-attributes="member: 19265"><p><strong>Our Fantasy Specialty List</strong></p><p></p><p>So here is the list of Specialties we are using for our <em>Rise of the Runelords</em> campaign. This list is expanded with ideas for each Specialty on my website, here: <a href="http://connorscampaigns.wikidot.com/sw-sif-abilities-specialties" target="_blank">http://connorscampaigns.wikidot.com/sw-sif-abilities-specialties</a></p><p></p><p><strong>Ability</strong> Specialties</p><p></p><p><strong>Agility</strong> Acrobatics, Balance, Contortions, Dodge, Quickness</p><p><strong>Animal Handling</strong> Charm, Drive, Ride, Train</p><p><strong>Athletics</strong> Climb, Jump, Run, Strength, Swim, Throw</p><p><strong>Coercion</strong> Incite, Intimidate, Taunt</p><p><strong>Deception</strong> Bluff, Cheat, Disguise</p><p><strong>Expertise</strong> (Each craft/profession is its own Ability and you get a free Wild Die of equal value. They are purchased as Specialties)</p><p><strong>Fighting</strong> Axes, Bludgeons, Brawling, Fencing, Long Blades, Polearms, Shields, Short Blades, etc. (Can use any weapon group suitable here).</p><p><strong>Gaming</strong> Board, Card, Dice</p><p><strong>Healing</strong> Diagnose, Treat Ailment, Treat Injury, Treat Mind</p><p><strong>Knowledge</strong> Education, Research, Streetwise, (Specific Study Areas (eg Engineering) can also be added and in this case count as a 2nd Wild Die)!</p><p><strong>Language</strong> Each language is counted as a separate Ability (but paid for as a Specialty)</p><p><strong>Marksmanship</strong> Bows, Crossbows, Siege, Thrown</p><p><strong>Perception</strong> Insight, Notice</p><p><strong>Perform</strong> Act, Dance, Sing, Music Instrument group, (Song spell casting for Bards)</p><p><strong>Persuasion</strong> Bargain, Charm, Convince, Seduce</p><p><strong>Smarts</strong> Cunning, Decipher, Logic, Memory (Casting for some Arcane BGs)</p><p><strong>Status</strong> Lineages, Reputation, Stewardship, Tournaments</p><p><strong>Stealth</strong> Blend In, Sneak</p><p><strong>Survival</strong> Dungeoneering, Forage, Hunt, Orientation, Track, (Tribal Medicine)</p><p><strong>Techincal</strong> Devices, Mechanics</p><p><strong>Thievery</strong> Disable Trap, Forgery, Pick Lock, Sleight of Hand, Steal</p><p><strong>Vehicle Operation</strong> Choose vehicle group depending upon genre. Fantasy eg: Oared Boats, Sailing Ships, Wagons</p><p><strong>Vigor</strong> Durability, Resilience, Stamina</p><p><strong>Warfare</strong> Command, Strategy, Tactics</p><p><strong>Will</strong> Concentrate, Coordinate, Spirit, (Casting spells for some Arcane BGs)</p><p></p><p>AS you can see, it is easy for someone to add Specialties and it doesn't affect the system, but the Abilities cover all broad areas (that I have thought of anyway <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />).</p><p></p><p>So, what do people think? Is there anything more you wish to see? Anyone willing to give it a go?</p></blockquote><p></p>
[QUOTE="Connorsrpg, post: 6169623, member: 19265"] [b]Our Fantasy Specialty List[/b] So here is the list of Specialties we are using for our [I]Rise of the Runelords[/I] campaign. This list is expanded with ideas for each Specialty on my website, here: [URL="http://connorscampaigns.wikidot.com/sw-sif-abilities-specialties"]http://connorscampaigns.wikidot.com/sw-sif-abilities-specialties[/URL] [B]Ability[/B] Specialties [B]Agility[/B] Acrobatics, Balance, Contortions, Dodge, Quickness [B]Animal Handling[/B] Charm, Drive, Ride, Train [B]Athletics[/B] Climb, Jump, Run, Strength, Swim, Throw [B]Coercion[/B] Incite, Intimidate, Taunt [B]Deception[/B] Bluff, Cheat, Disguise [B]Expertise[/B] (Each craft/profession is its own Ability and you get a free Wild Die of equal value. They are purchased as Specialties) [B]Fighting[/B] Axes, Bludgeons, Brawling, Fencing, Long Blades, Polearms, Shields, Short Blades, etc. (Can use any weapon group suitable here). [B]Gaming[/B] Board, Card, Dice [B]Healing[/B] Diagnose, Treat Ailment, Treat Injury, Treat Mind [B]Knowledge[/B] Education, Research, Streetwise, (Specific Study Areas (eg Engineering) can also be added and in this case count as a 2nd Wild Die)! [B]Language[/B] Each language is counted as a separate Ability (but paid for as a Specialty) [B]Marksmanship[/B] Bows, Crossbows, Siege, Thrown [B]Perception[/B] Insight, Notice [B]Perform[/B] Act, Dance, Sing, Music Instrument group, (Song spell casting for Bards) [B]Persuasion[/B] Bargain, Charm, Convince, Seduce [B]Smarts[/B] Cunning, Decipher, Logic, Memory (Casting for some Arcane BGs) [B]Status[/B] Lineages, Reputation, Stewardship, Tournaments [B]Stealth[/B] Blend In, Sneak [B]Survival[/B] Dungeoneering, Forage, Hunt, Orientation, Track, (Tribal Medicine) [B]Techincal[/B] Devices, Mechanics [B]Thievery[/B] Disable Trap, Forgery, Pick Lock, Sleight of Hand, Steal [B]Vehicle Operation[/B] Choose vehicle group depending upon genre. Fantasy eg: Oared Boats, Sailing Ships, Wagons [B]Vigor[/B] Durability, Resilience, Stamina [B]Warfare[/B] Command, Strategy, Tactics [B]Will[/B] Concentrate, Coordinate, Spirit, (Casting spells for some Arcane BGs) AS you can see, it is easy for someone to add Specialties and it doesn't affect the system, but the Abilities cover all broad areas (that I have thought of anyway ;)). So, what do people think? Is there anything more you wish to see? Anyone willing to give it a go? [/QUOTE]
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