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General Tabletop Discussion
*Dungeons & Dragons
Best Skill System for a BECMI or 1st Edition game
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<blockquote data-quote="saskganesh" data-source="post: 5854067" data-attributes="member: 6668467"><p>I play a skill-less game with skill checks.</p><p></p><p>I roll under d20 against the relevant ability adjusted by environmental and situational factors. Fail to roll means utter failure, but sometimes partial success.</p><p></p><p>To differentiate characters a bit, every player has a background. So for example, (note these are not codified, they are broad strokes and emphatically not a system) my group includes farmboy, street waif, urban aristo, sailor/pirate and nature boy. The idea here is that a when character is faced with a task, they get a wee (or big) bonus if the task being performed fits their backstory.</p><p></p><p>So farmboy does weather checks, waif has street sense, artisto knows protocol, sailor knows his ropes and nature boy knows his plants. For example, this is just stuff which has come up. Again, this is not a system. I know someone may want to make kits up that do the exact same thing, but I'd really rather not formalise it. I'd rather leave it up to my players. Based on their backgrunds, they decide what they know. And it's fine by me.</p><p></p><p>My group is now low mid level (level 3-4) so some are NOW starting to learn new stuff. If Titus the Pirate keeps persisting at learning how to hunt, I'll give him some competency eventually. But that's a RP decision not a munchkiny one.</p><p></p><p>I've played skill systems before and I have enjoyed them. But I don't think they are always necessary, expecially in a rules light game.</p></blockquote><p></p>
[QUOTE="saskganesh, post: 5854067, member: 6668467"] I play a skill-less game with skill checks. I roll under d20 against the relevant ability adjusted by environmental and situational factors. Fail to roll means utter failure, but sometimes partial success. To differentiate characters a bit, every player has a background. So for example, (note these are not codified, they are broad strokes and emphatically not a system) my group includes farmboy, street waif, urban aristo, sailor/pirate and nature boy. The idea here is that a when character is faced with a task, they get a wee (or big) bonus if the task being performed fits their backstory. So farmboy does weather checks, waif has street sense, artisto knows protocol, sailor knows his ropes and nature boy knows his plants. For example, this is just stuff which has come up. Again, this is not a system. I know someone may want to make kits up that do the exact same thing, but I'd really rather not formalise it. I'd rather leave it up to my players. Based on their backgrunds, they decide what they know. And it's fine by me. My group is now low mid level (level 3-4) so some are NOW starting to learn new stuff. If Titus the Pirate keeps persisting at learning how to hunt, I'll give him some competency eventually. But that's a RP decision not a munchkiny one. I've played skill systems before and I have enjoyed them. But I don't think they are always necessary, expecially in a rules light game. [/QUOTE]
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