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<blockquote data-quote="Summer-Knight925" data-source="post: 5880722" data-attributes="member: 80297"><p>So I've been working and I feel like I've gotten a skill system that is useful and easy.</p><p></p><p>It uses percents, but rather than trying to roll under your score, you roll and add your percent to the d%/d100</p><p></p><p>The number you're trying to beat can be over 100.</p><p></p><p>The reason for using the percentage is simple, you don't add skill points for going up a level, but rather everytime you use the skill, it increases, so that rather than powergaming a character to be really good at picking locks when he's never really picked a lock, you have a character get good at what he actually does during play.</p><p></p><p>This also allows you to think outside the box and use the skills more often, such as acrobatics. Why run across the snow covered beam and fire an arrow? Because you want the challenge. </p><p></p><p>Also, you would have weapon skills, rather than taking a -4 for not being proficent with a weapon, you get a bonus for how well trained.</p><p></p><p>Every 10% is a +1 to attack.</p><p>Shields would work similarly, you would have a shield skill and your character's actual skill in using the shield gives you the bonus.</p><p></p><p>You would have schools of magic have their own 'skills' with percents, so using those you would add the bonus like weapons, this assumes every spell you make a caster roll, this is a mix of 4e's defenses and the caster check from DCC, if you fail with a spell, bad things happen, if you roll a 20, your lightning bolt shot the target back twenty feet off the bridge. </p><p></p><p>These skills would be the numbers to beat for certain tests, like you try to disarm, you make a weapon's skill check against target's weapon's skill.</p><p></p><p>With this, I feel the skills would be more realistic as you would get better through using them, if you don't use the skill, it doesn't just get better.</p></blockquote><p></p>
[QUOTE="Summer-Knight925, post: 5880722, member: 80297"] So I've been working and I feel like I've gotten a skill system that is useful and easy. It uses percents, but rather than trying to roll under your score, you roll and add your percent to the d%/d100 The number you're trying to beat can be over 100. The reason for using the percentage is simple, you don't add skill points for going up a level, but rather everytime you use the skill, it increases, so that rather than powergaming a character to be really good at picking locks when he's never really picked a lock, you have a character get good at what he actually does during play. This also allows you to think outside the box and use the skills more often, such as acrobatics. Why run across the snow covered beam and fire an arrow? Because you want the challenge. Also, you would have weapon skills, rather than taking a -4 for not being proficent with a weapon, you get a bonus for how well trained. Every 10% is a +1 to attack. Shields would work similarly, you would have a shield skill and your character's actual skill in using the shield gives you the bonus. You would have schools of magic have their own 'skills' with percents, so using those you would add the bonus like weapons, this assumes every spell you make a caster roll, this is a mix of 4e's defenses and the caster check from DCC, if you fail with a spell, bad things happen, if you roll a 20, your lightning bolt shot the target back twenty feet off the bridge. These skills would be the numbers to beat for certain tests, like you try to disarm, you make a weapon's skill check against target's weapon's skill. With this, I feel the skills would be more realistic as you would get better through using them, if you don't use the skill, it doesn't just get better. [/QUOTE]
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