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Cap Skills for d20
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<blockquote data-quote="Aus_Snow" data-source="post: 4699280" data-attributes="member: 29112"><p>Whenever I come across mechanics that appeal to me, wherever I happen to find them, thoughts sometimes cross my mind of welding, splicing, crossbreeding, and related wholesome hobbies.</p><p></p><p>In Artesia (a very pretty, and pretty rules-hefty Fuzion-based fantasy RPG) there exists a game mechanic called 'Cap Skills'. The first example given is that of <Riding plus [any skill used while riding]> - in this instance, the character's skill level in Riding sets the limit, or cap, for the other skill in the equation. So, if you attempt to make a melee attack (which is covered by skills like any others in that system) or for that matter a speech, while hoofing it, that weapon skill or Oratory (or the like) cannot be used at a higher level than your Riding skill level. Another example given is that of trying to loosen bonds, without being noticed: in this instance, Stealth acts as the Cap Skill for Escape Artist (or its equivalent).</p><p></p><p>To me, this just seems amazingly elegant - it cuts out the need for many modifiers you might otherwise have to remember/calculate and impose, and it *makes sense*. Well, to specify again, <em>to me</em> it does. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Anyone else interested in seeing how this could work for d20/OGL systems, like 3e, Pathfinder, M&M or any other? For example, what existing skill system features could be excised due to redundancy, and are there any things one might need to be watching out for?</p><p></p><p>If there's no interest around here at all, that's fine. I'll go off and tinker either way, as ever. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> But anyway, just thought I'd see if I could get some fellow ENWorlders' insights, before doing that.</p></blockquote><p></p>
[QUOTE="Aus_Snow, post: 4699280, member: 29112"] Whenever I come across mechanics that appeal to me, wherever I happen to find them, thoughts sometimes cross my mind of welding, splicing, crossbreeding, and related wholesome hobbies. In Artesia (a very pretty, and pretty rules-hefty Fuzion-based fantasy RPG) there exists a game mechanic called 'Cap Skills'. The first example given is that of <Riding plus [any skill used while riding]> - in this instance, the character's skill level in Riding sets the limit, or cap, for the other skill in the equation. So, if you attempt to make a melee attack (which is covered by skills like any others in that system) or for that matter a speech, while hoofing it, that weapon skill or Oratory (or the like) cannot be used at a higher level than your Riding skill level. Another example given is that of trying to loosen bonds, without being noticed: in this instance, Stealth acts as the Cap Skill for Escape Artist (or its equivalent). To me, this just seems amazingly elegant - it cuts out the need for many modifiers you might otherwise have to remember/calculate and impose, and it *makes sense*. Well, to specify again, [I]to me[/I] it does. :) Anyone else interested in seeing how this could work for d20/OGL systems, like 3e, Pathfinder, M&M or any other? For example, what existing skill system features could be excised due to redundancy, and are there any things one might need to be watching out for? If there's no interest around here at all, that's fine. I'll go off and tinker either way, as ever. :) But anyway, just thought I'd see if I could get some fellow ENWorlders' insights, before doing that. [/QUOTE]
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