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<blockquote data-quote="GMMichael" data-source="post: 6097256" data-attributes="member: 6685730"><p>Ferghis -</p><p>The skill system I'm working on seems to have the same effect as what you described above. </p><p>Here's the link: <a href="http://www.obsidianportal.com/campaign/p-p-rpg/wikis/skills" target="_blank">http://www.obsidianportal.com/campaign/p-p-rpg/wikis/skills</a></p><p>I've introduced the Too Easy mechanic: if an action is too easy for a character, he automatically succeeds. It's reinforced by the GM's difficulty roll: the GM chooses the difficulty of what a character is trying to do, and adds that to his d20 roll. The player has to beat this roll. Either the player or the GM can choose to take a result of 10, speeding up an automatic success.</p><p></p><p>Where you've named the skill levels, I have a more continuous progression (using skill points):</p><p>Untrained - 0 skill points</p><p>Trained - 1 skill point</p><p>Expert - 2 to 5 skill points</p><p>Master - 6 to 10 skill points</p><p>Epic - 11+ skill points</p><p>The "disadvantage" at making a higher level skill check is included in the Difficulty (<a href="http://www.obsidianportal.com/campaign/p-p-rpg/wikis/rolls);" target="_blank">http://www.obsidianportal.com/campaign/p-p-rpg/wikis/rolls);</a> the higher the difficulty, the higher you have to roll.</p><p>And when you attempt something that's too difficult for you, you'll have to roll a number higher than what's on your die.</p><p>For example, you're Trained in Deciphering. You have a +1 from your skill point, and a +2 from your intelligence. You can roll a maximum of 23 on a d20. But you're attempting a Master skill level, at +10. In my system, the GM can take 10 for a Difficulty Class of 20, or try to roll for a higher DC. If the GM takes 10, the player needs to roll 18, 19, or 20 on his roll (15% odds). If the GM rolls, the player needs to roll 8 higher than the GM (since he has +3, adding 8 will equal 11, or one greater than the GM's +10). The player has 50/50 chances of rolling higher than the DM. Odds of rolling 8 higher, though, also work out to about 15%.</p><p></p><p>Should skills reflect what you need experience for, as well as what you must study for? Well, it sure beats role-playing those lengthy exams. </p><p></p><p>Should life-or-death skills follow the same system (like attacking)? Well, why can't anything be life-or-death? You're about to get smashed by a giant, unless you can Jump-Skill your way across a chasm. You're a hostage in a brutal kingdom - better hope your Smithing is up to snuff (when they demand you work for them). Why can't attacking (I call it Fight) be less-than-lethal? Fencing with the prince? Use Attack for a snowball fight. You could use Attack for a game of billiards, curling, or bowling too.</p><p></p><p>My current system is dividing stealth into two skills: Sneaking and Larceny. I find that it helps to look at a skill from a class-perspective: would different classes be interested in different parts of this skill? In Thievery's case, I say yes. Divide it up.</p><p></p><p>Regarding the Olympic Track and Field team: I wouldn't call that trained and untrained. Being in shape means you have a good strength score, not that you have Athletics training. Plus, the dude who's in good shape (but doesn't have any skill points) still has a 5% chance to jump over the 12' high-jump bar. 1 in 20. Even though the trained people have better odds.</p><p></p><p>But think about this: it's those cheesy '80s movies where the main-character jumps over a wall (trying to save his girlfriend), lands in a 100 meter dash, and beats the competition. He rolled well. Or used what I call a Hero Point. Either way, it's better for the story for him to win, than to be the boring, untrained guy.</p></blockquote><p></p>
[QUOTE="GMMichael, post: 6097256, member: 6685730"] Ferghis - The skill system I'm working on seems to have the same effect as what you described above. Here's the link: [url]http://www.obsidianportal.com/campaign/p-p-rpg/wikis/skills[/url] I've introduced the Too Easy mechanic: if an action is too easy for a character, he automatically succeeds. It's reinforced by the GM's difficulty roll: the GM chooses the difficulty of what a character is trying to do, and adds that to his d20 roll. The player has to beat this roll. Either the player or the GM can choose to take a result of 10, speeding up an automatic success. Where you've named the skill levels, I have a more continuous progression (using skill points): Untrained - 0 skill points Trained - 1 skill point Expert - 2 to 5 skill points Master - 6 to 10 skill points Epic - 11+ skill points The "disadvantage" at making a higher level skill check is included in the Difficulty ([url]http://www.obsidianportal.com/campaign/p-p-rpg/wikis/rolls);[/url] the higher the difficulty, the higher you have to roll. And when you attempt something that's too difficult for you, you'll have to roll a number higher than what's on your die. For example, you're Trained in Deciphering. You have a +1 from your skill point, and a +2 from your intelligence. You can roll a maximum of 23 on a d20. But you're attempting a Master skill level, at +10. In my system, the GM can take 10 for a Difficulty Class of 20, or try to roll for a higher DC. If the GM takes 10, the player needs to roll 18, 19, or 20 on his roll (15% odds). If the GM rolls, the player needs to roll 8 higher than the GM (since he has +3, adding 8 will equal 11, or one greater than the GM's +10). The player has 50/50 chances of rolling higher than the DM. Odds of rolling 8 higher, though, also work out to about 15%. Should skills reflect what you need experience for, as well as what you must study for? Well, it sure beats role-playing those lengthy exams. Should life-or-death skills follow the same system (like attacking)? Well, why can't anything be life-or-death? You're about to get smashed by a giant, unless you can Jump-Skill your way across a chasm. You're a hostage in a brutal kingdom - better hope your Smithing is up to snuff (when they demand you work for them). Why can't attacking (I call it Fight) be less-than-lethal? Fencing with the prince? Use Attack for a snowball fight. You could use Attack for a game of billiards, curling, or bowling too. My current system is dividing stealth into two skills: Sneaking and Larceny. I find that it helps to look at a skill from a class-perspective: would different classes be interested in different parts of this skill? In Thievery's case, I say yes. Divide it up. Regarding the Olympic Track and Field team: I wouldn't call that trained and untrained. Being in shape means you have a good strength score, not that you have Athletics training. Plus, the dude who's in good shape (but doesn't have any skill points) still has a 5% chance to jump over the 12' high-jump bar. 1 in 20. Even though the trained people have better odds. But think about this: it's those cheesy '80s movies where the main-character jumps over a wall (trying to save his girlfriend), lands in a 100 meter dash, and beats the competition. He rolled well. Or used what I call a Hero Point. Either way, it's better for the story for him to win, than to be the boring, untrained guy. [/QUOTE]
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