Classless D&D (skills-based)

Magic skills

Hi dvvega!

You had skills from all areas of expertise that anyone could select? My spellcaster could learn how to throw a punch effectively or slip a neck purse from under a shirt? So no classes except by player definition? And to cast a 1st-3rd level spell, the only skill I needed was Arcane Magic 1? How much did that skill cost in relation to what it might cost for Melee1?

Lots of questions but your post intrigued me. I have at least 5 skills necessary for a complete arcane spellslinger and you seem to have one. I have several melee skills and many more if I list out weapon classes. As I've said before I'm after simple and if you've successfully lumped broad catagories into one skill, that interests me. And if that's the case why do you say 3e is simpler?
 

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The document I typed up for my new version of the game is somewhere hidden on some disk. I'd have to dig it out.

But, the essence was, you choose a base class (standard classes). Once done, this would supply you with a skill set to begin with. Before play you could interchange skills, and modify your base template.

So a Ranger who really didn't want to be a spellcaster at later levels could trade that in for something else (of equal value of course).

You could also adjust your BAB and hp values via the skill system - so the Ranger could drop his BAB to a cleric's and increase his hit points to d12.

Skill values elude me but I seem to remember +/- 5 being the limit for point cost. Instead of gaining experience every session you'd gain between 1 and 5 points. These points could also be spent during game play to change dice rolls and so forth (it was very much influenced by deadlands - original system).
 

Input. I need INPUT!

A bump and then I'll start a reorganized skills list with items farther along in my plan of development. Any inherent class skills I'm missing?
 

Meaner, leaner thinking

Started thinking about this again the other day and figured I'd post a document I titled "Notes." That's all they are really, but it does demonstrate a distillation of my original concept. The first half is really a jumble, but the second, I think, represents a possible workable extreme simplification of a skills system. Your "class" would be determined by your relative strengths among the three base proficiencies of combat, movement and ritual.
Skills
Techniques within skills
Proficiencies=class?
Techniques w/in proficiencies?
Skills

Proficiencies:
  • Melee
  • Missiles
  • Arcane
  • Divine
  • Stealth
  • Performance
or

Combat
  • Melee
  • Missile
Movement
  • Combat
  • Stealth
Ritual
  • Arcane
  • Divine

Three proficiency points at character generation, 1+ each level thereafter. Each PP allows 10+(?) skill points to be distributed between techniques w/in proficiencies or in skills.(???)
Thoughts, improvements, amplifications?
 
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  • Combat
  • Melee
  • Missile

    Movement
  • Combat
  • Stealth

    Ritual
  • Arcane
  • Divine


Three proficiency points at character generation, 1+ each level thereafter. Each PP allows 10+(?) skill points to be distributed between techniques w/in proficiencies or in skills.(???)

Thoughts, improvements, amplifications?

What? No one has anything to contribute to this effort? What I envision is for a player to be able to build a "person" from the ground up. No limitations to growth except what's "realistic." For instance, in my mind, it takes years of dedication, study and practice to learn the arcane arts. Because of the time and devotion involved this necessitates sacrifice in other areas of expertise. If the student hadn't picked such a difficult area of study he would be free to learn several other skills to a competent level.

As much as possible, I'm trying to mirror the intrinsic learning capacity of the human race. We all have subjects and skills that we're really good at and that are also totally unrelated. We all fulfill several roles in life. Most of us have the capability to learn anything. We may not have time or opportunity, but we have the capacity. We are usually not limited in that regard by what we do, our primary occupation. I'm trying to give that flexibilty to my players, yet keep it simple in game mechanics.

Please help me flesh this out. This is the best place I know for RPG creativity. C'mon everyone!
 

Strength

I agree that long years of study come at the expense of other pursuits. In particular - physical pursuits.
Have you considered making Strength/Dexterity a skill? A character could have a basic Str/Dex score, and use skill points to improve it.
I have been thinking of making characters LOSE xp in abilities per year. If they don't gain any - they lose xp in total. The average men gains xp in the begining of his life, but as he grows older starts loosing xp more rapidly (lose age in xp per year?), so at old age you start "forgetting" stuff. You also forget skills you don't excercise (so our wizard forgets some of his Str (skill) xp, becoming weaker after long years of crouching before books).

Just a thought.

Oh, and I think there is already a system that provides good rules for "learning from life's experience", based on your aptitudes. It's called Ars Magica. It doesn't have all the things you want - but does have most. And it's a great game to boot. Now, if I could only remake the combat system and get some players to play it... :(
 
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