Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Skill Systems
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Wik" data-source="post: 5877299" data-attributes="member: 40177"><p>Okay, this is going to be a bit lengthy, but bear with me.</p><p></p><p>First, skills need to be non-boolean. What I mean by this is that they cannot just be either a flat "succeed or fail" mechanic, but have to have some degree of varying successes - critical successes and failures. I really like savage worlds' version of this, which is simple and the concept of "raises" is perfect. If you can trade in these degrees of success to do things, like make your skill take less time to accomplish, or have a better effect, the more the merrier.</p><p></p><p>Second, I like the skills to be of two tiers. The first tier are skills that everyone is going to take - things like perception, melee attack, or whatever else. The second tier of skills are things that round out your character and are useful only in certain situations (hacking, bribery, etc). By doing this, it lets you make those cool forger characters without being totally gimped at doing the things that the game revolves around.</p><p></p><p>Third, I like games that have a quick and easy skill system - no looking at a table to find the DC for the check, no applying fiddly +1 or +2 modifiers, or any of that BS. Something quick that the GM can throw at the group without having to fiddle with the book. And no having skills that have uses set in stone - I don't care if the book says you can use intimidate to terrify bloodied enemies... you're not using that skill on the iron golem!</p><p></p><p>Fourth, extended skill tests are a great feature of games that have them, and I wish we saw them more often. Essentially, a way to use skills over a period of time that doesn't hinge on one success. Shadowrun does this - you have a certain number of successes, and each success brings down the craft or repair time by a certain incrememnt of time. Love it.</p></blockquote><p></p>
[QUOTE="Wik, post: 5877299, member: 40177"] Okay, this is going to be a bit lengthy, but bear with me. First, skills need to be non-boolean. What I mean by this is that they cannot just be either a flat "succeed or fail" mechanic, but have to have some degree of varying successes - critical successes and failures. I really like savage worlds' version of this, which is simple and the concept of "raises" is perfect. If you can trade in these degrees of success to do things, like make your skill take less time to accomplish, or have a better effect, the more the merrier. Second, I like the skills to be of two tiers. The first tier are skills that everyone is going to take - things like perception, melee attack, or whatever else. The second tier of skills are things that round out your character and are useful only in certain situations (hacking, bribery, etc). By doing this, it lets you make those cool forger characters without being totally gimped at doing the things that the game revolves around. Third, I like games that have a quick and easy skill system - no looking at a table to find the DC for the check, no applying fiddly +1 or +2 modifiers, or any of that BS. Something quick that the GM can throw at the group without having to fiddle with the book. And no having skills that have uses set in stone - I don't care if the book says you can use intimidate to terrify bloodied enemies... you're not using that skill on the iron golem! Fourth, extended skill tests are a great feature of games that have them, and I wish we saw them more often. Essentially, a way to use skills over a period of time that doesn't hinge on one success. Shadowrun does this - you have a certain number of successes, and each success brings down the craft or repair time by a certain incrememnt of time. Love it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Skill Systems
Top