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Dragonbane general thread [+]
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<blockquote data-quote="Aldarc" data-source="post: 9572246" data-attributes="member: 5142"><p>I sometimes like to practice grokking systems by doing a little homebrewing. As my partner liked Numenera but bounced off the Cypher System, I was musing about modifying Dragonbane for a post-apocalyptic science-fiction/science-fantasy setting that is inspired by <em>Nausicaä: Valley of the Wind </em>with additional influences from <em>Numenera</em>, <em>Thundarr the Barbarian</em>, <em>Dark Sun</em>, etc.</p><p></p><p>So I decided to start by looking and reorganizing the skill list. Here is what I have so far.</p><p></p><p><strong><u>GENERAL SKILLS </u></strong></p><p><strong></strong></p><p><strong>Merged Skills: </strong>Awareness (includes Spot Hidden)</p><p><strong>New Skills: </strong>Piloting (operating mechanical land and air crafts)</p><p><strong>Renamed Skills: </strong>Seafaring (from Seamanship), Folk Lore (from Myths & Legends), Natural Lore (Beast Lore, but includes all natural sciences), Tricking (from Bluffing), Thievery (from Sleight of Hand)</p><p></p><p>A lot of the renaming reflects more own aesthetic preferences for skill names than any real need: e.g., Tricking, Seafaring, etc. I also think that the change from Bluffing to Tricking is a little easier for some of the non-native English speakers I game with. However, Natural Lore and Folk Lore are meant to expand the scope of Beast Lore while also making Myths & Legends consistent with the naming.</p><p></p><p>I am additionally considering adding skills akin to Scavenging (INT) and Mechanical Lore (INT) that would, respectively cover (1) foraging for mechanical parts in ruins and (2) knowledge of advanced machines, devices, crafts, etc. Though these two could also be merged under the same skill. I was also thinking of Mystical Lore to cover magic or Alchemical Lore for chemistry. I don't want to overburden the game with additional skills, but I think that adding a few more skills would not be the worst, if only to slow down progression a bit.</p><ul> <li data-xf-list-type="ul">Acrobatics (AGL)</li> <li data-xf-list-type="ul">Awareness (INT)</li> <li data-xf-list-type="ul">Bartering (CHA)</li> <li data-xf-list-type="ul">Bushcraft (INT)</li> <li data-xf-list-type="ul">Crafting (INT)</li> <li data-xf-list-type="ul">Evade (AGL)</li> <li data-xf-list-type="ul">Folk Lore (INT): history, myths, legends, cultures</li> <li data-xf-list-type="ul">Healing (INT)</li> <li data-xf-list-type="ul">Hunting & Fishing (AGL)</li> <li data-xf-list-type="ul">Languages (INT)</li> <li data-xf-list-type="ul">Natural Lore (INT): biology, ecology, geology</li> <li data-xf-list-type="ul">Performance (CHA)</li> <li data-xf-list-type="ul">Persuasion (CHA)</li> <li data-xf-list-type="ul">Piloting (AGL)</li> <li data-xf-list-type="ul">Riding (AGL)</li> <li data-xf-list-type="ul">Seafaring (INT)</li> <li data-xf-list-type="ul">Sneaking (AGL)</li> <li data-xf-list-type="ul">Swimming (AGL)</li> <li data-xf-list-type="ul">Thievery (AGL): picking locks, picking pockets,</li> <li data-xf-list-type="ul">Tricking (CHA): bluffing, deceiving, lying</li> </ul><p><strong><u>WEAPON SKILLS (STR/AGL) </u></strong></p><p><strong></strong></p><p><strong>Merged Skills: </strong>Bows (Bows & Crossbows)</p><p><strong>New Skills: </strong>Firearms (AGL)</p><p><strong>Renamed Skills: </strong>Clubs (from Hammers)</p><ul> <li data-xf-list-type="ul">Axes (STR)</li> <li data-xf-list-type="ul">Bows (AGL)</li> <li data-xf-list-type="ul">Brawling (STR)</li> <li data-xf-list-type="ul">Clubs (STR)</li> <li data-xf-list-type="ul">Firearms (AGL)</li> <li data-xf-list-type="ul">Knives (AGL)</li> <li data-xf-list-type="ul">Slings (AGL)</li> <li data-xf-list-type="ul">Spears (STR)</li> <li data-xf-list-type="ul">Staves (AGL)</li> <li data-xf-list-type="ul">Swords (STR)</li> </ul><p></p><p>General thoughts and feedback appreciated.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 9572246, member: 5142"] I sometimes like to practice grokking systems by doing a little homebrewing. As my partner liked Numenera but bounced off the Cypher System, I was musing about modifying Dragonbane for a post-apocalyptic science-fiction/science-fantasy setting that is inspired by [I]Nausicaä: Valley of the Wind [/I]with additional influences from [I]Numenera[/I], [I]Thundarr the Barbarian[/I], [I]Dark Sun[/I], etc. So I decided to start by looking and reorganizing the skill list. Here is what I have so far. [B][U]GENERAL SKILLS [/U] Merged Skills: [/B]Awareness (includes Spot Hidden) [B]New Skills: [/B]Piloting (operating mechanical land and air crafts) [B]Renamed Skills: [/B]Seafaring (from Seamanship), Folk Lore (from Myths & Legends), Natural Lore (Beast Lore, but includes all natural sciences), Tricking (from Bluffing), Thievery (from Sleight of Hand) A lot of the renaming reflects more own aesthetic preferences for skill names than any real need: e.g., Tricking, Seafaring, etc. I also think that the change from Bluffing to Tricking is a little easier for some of the non-native English speakers I game with. However, Natural Lore and Folk Lore are meant to expand the scope of Beast Lore while also making Myths & Legends consistent with the naming. I am additionally considering adding skills akin to Scavenging (INT) and Mechanical Lore (INT) that would, respectively cover (1) foraging for mechanical parts in ruins and (2) knowledge of advanced machines, devices, crafts, etc. Though these two could also be merged under the same skill. I was also thinking of Mystical Lore to cover magic or Alchemical Lore for chemistry. I don't want to overburden the game with additional skills, but I think that adding a few more skills would not be the worst, if only to slow down progression a bit. [LIST] [*]Acrobatics (AGL) [*]Awareness (INT) [*]Bartering (CHA) [*]Bushcraft (INT) [*]Crafting (INT) [*]Evade (AGL) [*]Folk Lore (INT): history, myths, legends, cultures [*]Healing (INT) [*]Hunting & Fishing (AGL) [*]Languages (INT) [*]Natural Lore (INT): biology, ecology, geology [*]Performance (CHA) [*]Persuasion (CHA) [*]Piloting (AGL) [*]Riding (AGL) [*]Seafaring (INT) [*]Sneaking (AGL) [*]Swimming (AGL) [*]Thievery (AGL): picking locks, picking pockets, [*]Tricking (CHA): bluffing, deceiving, lying [/LIST] [B][U]WEAPON SKILLS (STR/AGL) [/U] Merged Skills: [/B]Bows (Bows & Crossbows) [B]New Skills: [/B]Firearms (AGL) [B]Renamed Skills: [/B]Clubs (from Hammers) [LIST] [*]Axes (STR) [*]Bows (AGL) [*]Brawling (STR) [*]Clubs (STR) [*]Firearms (AGL) [*]Knives (AGL) [*]Slings (AGL) [*]Spears (STR) [*]Staves (AGL) [*]Swords (STR) [/LIST] General thoughts and feedback appreciated. [/QUOTE]
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