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Best method of handling Skill Checks?
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<blockquote data-quote="howandwhy99" data-source="post: 5538086" data-attributes="member: 3192"><p><strong><u>1. What is the best implementation of a skill system you've ever seen? Bonus points for semi-compatible systems with 3.5 OGL.</u></strong></p><p></p><p>Well, I'm still partial to the older games where what are typically called skills were static unless one had a class like Thief where those skills were the focus. Thief started at 1st level with the "every PC" DC + a bonus putting it on a higher granularity roll, percentile. Every level thereafter gained more points in any of the 8 skills to whatever extent the player wished to assign them. So all 15 points could go in 1 skill. </p><p></p><p>Other systems use a predetermined skill progression for the 8, but I like the player choice option. </p><p></p><p>I also allow for player generated skills, but I work with them to hash out the specifics of what each means and how that thins out their focus and progression in the class. Some skills are simply too high a level to gain at start, but as the PC goes up in level a player defined skill is more apt to be accepted. </p><p></p><p><strong><u>2. How many skills are "too many" for you and your group?</u></strong></p><p></p><p>As above, skills are by player choice and class. They decide how many is too many. My starting stats on the PC logs are about a dozen or so. But this includes things like PC name, known languages, etc., so it isn't overwhelming. I'd start lower and work to higher quantities as the game progresses.</p><p></p><p><strong><u>3. Do you think the situation-specific or less-general skills in 3.5 are bad to have because they're used less frequently and so not many people take them?</u></strong></p><p></p><p>As long as the players are the one's choosing what they want, I don't see it as bad. If they want to be forgers, then they can put the points in it.</p><p></p><p>What I see as the drawback in 3.x is many of the skill abilities should probably be class level-based and not part of a typical point buy system. Think if <em>Combat Attack </em>was a fighter skill and the fighter was 10th level and had never increased the ability? Are they a fighter or the best swimmer in four counties? By removing some of the "required to perform the class" skills, the rest of the skill points should be able to fill out non-class abilities (assuming that is why you are using a skill system along with a class system). </p><p></p><p>Skill tables by class could also be a nice throwback like with the Thief above. The class could gain "thief" points as well as "I'm a well-rounded person" points, but they don't mix for assigning scores.</p><p><strong></strong></p><p><strong><u>4. Have you ever had experiences in games with more generic skill systems where you wished there was more details and less ambiguity?</u></strong></p><p><strong><u></u></strong></p><p>I take it you mean the skills aren't defined enough for me as a player? What does the "do stuff" skill mean? Yes, but I also enjoy abilities I get to define and have those definitions be meaningful in the game system. For instance, Climbing is a generic skill, but if I started breaking out "Krom's school of climbing techniques" which I defined, then I want each of those to be numerically beneficial with the balancing drawbacks. Perhaps there is a limit on how many I get to define based upon level? Sort of like a feat cap, but I get to work with the DM to further define my specific elements of a generic skill like Climbing.</p><p></p><p><strong><u>5. What kind of balance tweaks have you or would you implement in a 3.5 or PF style skill system and why do you use them?</u></strong></p><p></p><p>I would remove so-called knowledge checks. I run a memory game and that's the primary skill the players are being tested in, so those go out almost right away. </p><p></p><p>For balancing I would do something like the siphoning off of certain skills to class skill table and non-class skill table, simply to ensure some level of class-based abilities were balanced regardless of player choices. This is simply so the combat system, magic system, clerical system, etc. all are balanced by PC class level.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5538086, member: 3192"] [B][U]1. What is the best implementation of a skill system you've ever seen? Bonus points for semi-compatible systems with 3.5 OGL.[/U][/B] Well, I'm still partial to the older games where what are typically called skills were static unless one had a class like Thief where those skills were the focus. Thief started at 1st level with the "every PC" DC + a bonus putting it on a higher granularity roll, percentile. Every level thereafter gained more points in any of the 8 skills to whatever extent the player wished to assign them. So all 15 points could go in 1 skill. Other systems use a predetermined skill progression for the 8, but I like the player choice option. I also allow for player generated skills, but I work with them to hash out the specifics of what each means and how that thins out their focus and progression in the class. Some skills are simply too high a level to gain at start, but as the PC goes up in level a player defined skill is more apt to be accepted. [B][U]2. How many skills are "too many" for you and your group?[/U][/B] As above, skills are by player choice and class. They decide how many is too many. My starting stats on the PC logs are about a dozen or so. But this includes things like PC name, known languages, etc., so it isn't overwhelming. I'd start lower and work to higher quantities as the game progresses. [B][U]3. Do you think the situation-specific or less-general skills in 3.5 are bad to have because they're used less frequently and so not many people take them?[/U][/B] As long as the players are the one's choosing what they want, I don't see it as bad. If they want to be forgers, then they can put the points in it. What I see as the drawback in 3.x is many of the skill abilities should probably be class level-based and not part of a typical point buy system. Think if [I]Combat Attack [/I]was a fighter skill and the fighter was 10th level and had never increased the ability? Are they a fighter or the best swimmer in four counties? By removing some of the "required to perform the class" skills, the rest of the skill points should be able to fill out non-class abilities (assuming that is why you are using a skill system along with a class system). Skill tables by class could also be a nice throwback like with the Thief above. The class could gain "thief" points as well as "I'm a well-rounded person" points, but they don't mix for assigning scores. [B] [U]4. Have you ever had experiences in games with more generic skill systems where you wished there was more details and less ambiguity? [/U][/B] I take it you mean the skills aren't defined enough for me as a player? What does the "do stuff" skill mean? Yes, but I also enjoy abilities I get to define and have those definitions be meaningful in the game system. For instance, Climbing is a generic skill, but if I started breaking out "Krom's school of climbing techniques" which I defined, then I want each of those to be numerically beneficial with the balancing drawbacks. Perhaps there is a limit on how many I get to define based upon level? Sort of like a feat cap, but I get to work with the DM to further define my specific elements of a generic skill like Climbing. [B][U]5. What kind of balance tweaks have you or would you implement in a 3.5 or PF style skill system and why do you use them?[/U][/B] I would remove so-called knowledge checks. I run a memory game and that's the primary skill the players are being tested in, so those go out almost right away. For balancing I would do something like the siphoning off of certain skills to class skill table and non-class skill table, simply to ensure some level of class-based abilities were balanced regardless of player choices. This is simply so the combat system, magic system, clerical system, etc. all are balanced by PC class level. [/QUOTE]
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