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Help - Essential Skills Collection
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<blockquote data-quote="GMMichael" data-source="post: 6088212" data-attributes="member: 6685730"><p>Going through the Mouse Guard list, I see these skills jumping out to the average gamer:</p><p>Brewer, cartographer, deceiver, fighter, haggler, healer, hunter, pathfinder, persuader, scout, survivalist, and wises.</p><p>d20 counterparts:</p><p>Craft (beer), profession (cartographer), bluff, fighter?, diplomacy, heal, survival, survival, diplomacy, survival, um survival, and knowledge.</p><p></p><p>But to figure out which to use, I have to figure out how I feel about Kalontas's question.</p><p></p><p>Class-based or skill-based?</p><p></p><p>I'm leaning toward skill-based, because I want the game system to support organic class growth, with the option of including classes. I also want players and groups to be able to pick their own skills, which would include both hidey-hole-wise OR carousing.</p><p></p><p>So I'm thinking about using a handful of skills more as demonstration than as an exhaustive list, with players being welcome to add their own skills to personalize their characters.</p><p></p><p>d20 has about 36 skills, GURPS lite has about 60, and Mouse Guard has about 35, for comparison. So the skills list should probably fall around 30 or less, since the goal is to have something playable, yet leave room for expansion.</p><p></p><p>So let's say skill-based system, and I'll need at least 18 skills to beat Skyrim's bare-bones skill system.</p><p></p><p>(Posted late. I have to go back and check out the FATE skills and Derren's post...)</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6088212, member: 6685730"] Going through the Mouse Guard list, I see these skills jumping out to the average gamer: Brewer, cartographer, deceiver, fighter, haggler, healer, hunter, pathfinder, persuader, scout, survivalist, and wises. d20 counterparts: Craft (beer), profession (cartographer), bluff, fighter?, diplomacy, heal, survival, survival, diplomacy, survival, um survival, and knowledge. But to figure out which to use, I have to figure out how I feel about Kalontas's question. Class-based or skill-based? I'm leaning toward skill-based, because I want the game system to support organic class growth, with the option of including classes. I also want players and groups to be able to pick their own skills, which would include both hidey-hole-wise OR carousing. So I'm thinking about using a handful of skills more as demonstration than as an exhaustive list, with players being welcome to add their own skills to personalize their characters. d20 has about 36 skills, GURPS lite has about 60, and Mouse Guard has about 35, for comparison. So the skills list should probably fall around 30 or less, since the goal is to have something playable, yet leave room for expansion. So let's say skill-based system, and I'll need at least 18 skills to beat Skyrim's bare-bones skill system. (Posted late. I have to go back and check out the FATE skills and Derren's post...) [/QUOTE]
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