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How to Do Skills in a Basic Game
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<blockquote data-quote="steeldragons" data-source="post: 6078429" data-attributes="member: 92511"><p>Way I'm settin' it up for the my game (Steel Dragon's World of Orea Fantasy Role-playing Game tm) is:</p><p></p><p>1) Each class has certain skills are built into them.(Fighters all start with "Athletics", Rangers all get "Tracking", Mages get "Arcane Lore", etc...)</p><p></p><p>2) Each Skill that is built into a class as a class feature is automatically starts as +2.</p><p></p><p>3) Each class begins with a set number of Skill Points (1-4) and gain additional Skill Points (1) as they increase/every so many levels that differs depending on class.</p><p></p><p>4) Other Skills are "purchased" and/or existing skills increased with Skill Points (or "SP" tm). The level of one's skill (bonus to the dice) ranges from +1 to +5 as follows: +1 "Trained", +2 "Adept", +3 "Expert", +4 "Master", +5 "Preeminent" (or Grandmaster or Superior or something else, haven't totally decided there.)</p><p></p><p>5) All classes choose from a common list. For the "Basic/Starting Set" (which is all I'm currently working on) the list of Skills is standing at 25 options. I have no desire to alter/increase that. Further skills can/will be added in future sets.</p><p></p><p>So a Mage, if they wanted, <em>could</em> become skilled in Tracking, a Paladin could take up Arcane Lore, Fighters could Disarm Device (aka Open Locks/Remove Traps), etc...They simply will not be as "advanced" with it without investing the SPs as those skills built into their classes.</p><p></p><p>Rogues, obviously, get the most of any class to start, gain new points the fastest, and possess a class feature called "Skill Mastery" that gives them a +1 to <em>all</em> skill rolls (trained or not). So their class features immediately become +3, "Expert", and chosen additional skills automatically become +2 (though they only cost 1 SP). They can attempt to use any skill with a +1 to their roll.</p><p></p><p>Skill Resolution: Any attempt to use a skill is assigned a DC by the DM.</p><p>1) Roll the dice</p><p>2) + your bonus for the Skill used</p><p>3) + any other relevant bonus (which might include things like ability bonuses, magic spells/items, situational bonuses applied by the DM, etc...)</p><p>4) If the result is higher than the DC, you succeed. </p><p> </p><p>Does that sound simple enough for a Basic game? Perhaps I could organize/explain it in a simpler way. <img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /> Cuz this all sounds kinda much for a starter game. hmmm. From a "page count" perspective they seem suitably "basic." I have all of the "skills section" info on 1 page...the skill list descriptions are 2 pages and 1 column (<em>with</em> a couple of images!). </p><p></p><p>--SD</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6078429, member: 92511"] Way I'm settin' it up for the my game (Steel Dragon's World of Orea Fantasy Role-playing Game tm) is: 1) Each class has certain skills are built into them.(Fighters all start with "Athletics", Rangers all get "Tracking", Mages get "Arcane Lore", etc...) 2) Each Skill that is built into a class as a class feature is automatically starts as +2. 3) Each class begins with a set number of Skill Points (1-4) and gain additional Skill Points (1) as they increase/every so many levels that differs depending on class. 4) Other Skills are "purchased" and/or existing skills increased with Skill Points (or "SP" tm). The level of one's skill (bonus to the dice) ranges from +1 to +5 as follows: +1 "Trained", +2 "Adept", +3 "Expert", +4 "Master", +5 "Preeminent" (or Grandmaster or Superior or something else, haven't totally decided there.) 5) All classes choose from a common list. For the "Basic/Starting Set" (which is all I'm currently working on) the list of Skills is standing at 25 options. I have no desire to alter/increase that. Further skills can/will be added in future sets. So a Mage, if they wanted, [I]could[/I] become skilled in Tracking, a Paladin could take up Arcane Lore, Fighters could Disarm Device (aka Open Locks/Remove Traps), etc...They simply will not be as "advanced" with it without investing the SPs as those skills built into their classes. Rogues, obviously, get the most of any class to start, gain new points the fastest, and possess a class feature called "Skill Mastery" that gives them a +1 to [I]all[/I] skill rolls (trained or not). So their class features immediately become +3, "Expert", and chosen additional skills automatically become +2 (though they only cost 1 SP). They can attempt to use any skill with a +1 to their roll. Skill Resolution: Any attempt to use a skill is assigned a DC by the DM. 1) Roll the dice 2) + your bonus for the Skill used 3) + any other relevant bonus (which might include things like ability bonuses, magic spells/items, situational bonuses applied by the DM, etc...) 4) If the result is higher than the DC, you succeed. Does that sound simple enough for a Basic game? Perhaps I could organize/explain it in a simpler way. :erm: Cuz this all sounds kinda much for a starter game. hmmm. From a "page count" perspective they seem suitably "basic." I have all of the "skills section" info on 1 page...the skill list descriptions are 2 pages and 1 column ([I]with[/I] a couple of images!). --SD [/QUOTE]
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