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Help - Essential Skills Collection
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<blockquote data-quote="GMMichael" data-source="post: 6092673" data-attributes="member: 6685730"><p>I think you're right. The problem I ran into earlier though, with a tiny skills list, is that when a skill is too broad, it basically acts like a beefed-up ability score. Not much point in having skills when they cover anything a character might be interested in, and actually fail to make characters more interesting. (Important point: P&P characters have only three rules-related features: abilities, skills, and perks. Any other differences are superficial.)</p><p></p><p>So if I have, say, two skills per ability score (of three), and a character can specialize in one skill per ability score, then with skills alone, I can have eight different types of characters (2x2x2). But they're each three-trick ponies. With about seven skills per ability score, and perks thrown in (which are pretty much limitless in variety), that number becomes...2,487. Okay I made that up, but it's a much bigger number.</p><p></p><p>Let's go simpler...the three Fight skills become one, Sneak and Larceny get combined, Knowledge is just one skill with a vague focus on whatever the character's occupation is, throw profession in with knowledge, persuade and deceive become Interact, and Detect gets tossed in favor of just a simple Mental check, or a perk.</p><p></p><p>Short list:</p><p>Fight, Parry, Sneak, Move, Knowledge, Concentrate, Cast Spell, Spirit, Repel Undead, Handle Animal, Interact.</p><p></p><p>11 skills. Almost 4 per ability. 3 defenses, and 8 proactive skills. It's a decent list, but I feel like it doesn't provide enough tailoring options (for a system that doesn't force classes on the characters). For example, if a front-line fighter takes the (generalized) Sneak skill, then he's suddenly an expert in <em>everything</em> rogue-ish, from hiding, being quiet, lockpicking, black-marketeering, pocket picking, forgery, filching, and so forth.</p><p></p><p>By the way, the Spirit (metaphysical defense) skill becomes more useful, and identifiable, if renamed Will, or Willpower.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6092673, member: 6685730"] I think you're right. The problem I ran into earlier though, with a tiny skills list, is that when a skill is too broad, it basically acts like a beefed-up ability score. Not much point in having skills when they cover anything a character might be interested in, and actually fail to make characters more interesting. (Important point: P&P characters have only three rules-related features: abilities, skills, and perks. Any other differences are superficial.) So if I have, say, two skills per ability score (of three), and a character can specialize in one skill per ability score, then with skills alone, I can have eight different types of characters (2x2x2). But they're each three-trick ponies. With about seven skills per ability score, and perks thrown in (which are pretty much limitless in variety), that number becomes...2,487. Okay I made that up, but it's a much bigger number. Let's go simpler...the three Fight skills become one, Sneak and Larceny get combined, Knowledge is just one skill with a vague focus on whatever the character's occupation is, throw profession in with knowledge, persuade and deceive become Interact, and Detect gets tossed in favor of just a simple Mental check, or a perk. Short list: Fight, Parry, Sneak, Move, Knowledge, Concentrate, Cast Spell, Spirit, Repel Undead, Handle Animal, Interact. 11 skills. Almost 4 per ability. 3 defenses, and 8 proactive skills. It's a decent list, but I feel like it doesn't provide enough tailoring options (for a system that doesn't force classes on the characters). For example, if a front-line fighter takes the (generalized) Sneak skill, then he's suddenly an expert in [I]everything[/I] rogue-ish, from hiding, being quiet, lockpicking, black-marketeering, pocket picking, forgery, filching, and so forth. By the way, the Spirit (metaphysical defense) skill becomes more useful, and identifiable, if renamed Will, or Willpower. [/QUOTE]
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