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General Tabletop Discussion
*Pathfinder & Starfinder
Partial Skill Successes (as inspired by Apocalypse World) Suggestions Wanted!
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<blockquote data-quote="LostSoul" data-source="post: 5637112" data-attributes="member: 386"><p>I've been thinking about this. I wonder if it would be better to create "Basic Moves" for each skill instead of a list saying, "This is what happens." I used some of AW's Move structure in a sub-system for my game and it didn't turn out very well - it was an exercise in die-rolling.</p><p></p><p>AW isn't like that as far as I can tell since the cues to roll and the results are usually grounded in the fiction.</p><p></p><p>Something like...</p><p></p><p>Why you <em>move with grace and precision,</em> roll Acrobatics + DEX. On a Moderate success, you do it. On a Hard success, you do it with aplomb and impress those watching. On an Easy, the DM picks 1. On a Failure, the DM picks 2:</p><p>* You trip, stumble, lose your grip, or fall.</p><p>* Something falls from your pack.</p><p>* You end up in a bad location.</p><p></p><p>(Hard/Mod/Easy/Failure work with the DC tables, or a range if the DC is a defence like you've posted.)</p><p></p><p>*</p><p></p><p>One other thing I was thinking about was including the actions from <a href="http://www.wizards.com/dnd/Article.aspx?x=dnd/4tut/terrainpowers" target="_blank"> the terrain powers article</a>. If you could somehow incorporate those into the structure of the "Move", I think it would be really cool. I think it'd end up looking different from AW's system, but I think it would be worth it.</p><p></p><p>I am going to sblock my reply to your questions about my skill system since it is a tangent:</p><p></p><p>[sblock=My reply]</p><p></p><p>I have a list of skills that the players choose from. Some ask the player to define things. As DM I can overrule the scope of a skill if I think a player is pushing too far, but I don't know if I've had to do that or not. Some skills are simply better than others, but that's never been a problem.</p><p></p><p>The players seem to enjoy it - choosing skills tends to flesh out a character in interesting ways.</p><p></p><p>The bonus is the usual +5 for trained; if something gives you a bonus to a skill, you add that bonus to an appropriate skill. The stat modifier that's used depends on what the PC's doing - breaking free of spider webs is Str, while picking up a half-elven bard is Cha.[/sblock]</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5637112, member: 386"] I've been thinking about this. I wonder if it would be better to create "Basic Moves" for each skill instead of a list saying, "This is what happens." I used some of AW's Move structure in a sub-system for my game and it didn't turn out very well - it was an exercise in die-rolling. AW isn't like that as far as I can tell since the cues to roll and the results are usually grounded in the fiction. Something like... Why you [i]move with grace and precision,[/i] roll Acrobatics + DEX. On a Moderate success, you do it. On a Hard success, you do it with aplomb and impress those watching. On an Easy, the DM picks 1. On a Failure, the DM picks 2: * You trip, stumble, lose your grip, or fall. * Something falls from your pack. * You end up in a bad location. (Hard/Mod/Easy/Failure work with the DC tables, or a range if the DC is a defence like you've posted.) * One other thing I was thinking about was including the actions from [url=http://www.wizards.com/dnd/Article.aspx?x=dnd/4tut/terrainpowers] the terrain powers article[/url]. If you could somehow incorporate those into the structure of the "Move", I think it would be really cool. I think it'd end up looking different from AW's system, but I think it would be worth it. I am going to sblock my reply to your questions about my skill system since it is a tangent: [sblock=My reply] I have a list of skills that the players choose from. Some ask the player to define things. As DM I can overrule the scope of a skill if I think a player is pushing too far, but I don't know if I've had to do that or not. Some skills are simply better than others, but that's never been a problem. The players seem to enjoy it - choosing skills tends to flesh out a character in interesting ways. The bonus is the usual +5 for trained; if something gives you a bonus to a skill, you add that bonus to an appropriate skill. The stat modifier that's used depends on what the PC's doing - breaking free of spider webs is Str, while picking up a half-elven bard is Cha.[/sblock] [/QUOTE]
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Partial Skill Successes (as inspired by Apocalypse World) Suggestions Wanted!
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