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<blockquote data-quote="Kobold Stew" data-source="post: 6317081" data-attributes="member: 23484"><p>Several observations on the skill list.</p><p></p><p></p><p></p><p></p><p>Aspects like this are a key mechanism in FATE games. Check out FATE Accelerated (free download) the SRD to Spirit of the Century or Diaspora for a place to start.</p><p></p><p></p><p></p><p>This is pretty close to the approach in Barbarians of Lemuria. Also a solid hack that cleans things up and can be satisfying in play (where proficiency bonus becomes the number of levels you have in the given profession.) It also shares features with PDQ, as was noted:</p><p></p><p></p><p></p><p>If nothing else this shows me that the designers (and the players) are looking at indie games and learning from them. It doesn't need to be a line in the sand, and the "modular" design is going to allow a lot of interpenetration of ideas. I see that as a good thing.</p><p></p><p></p><p></p><p>I do like it -- it shows (in this case) how a solid stat can make up for lack of proficiency. It also helps new players, giving them prompts for actions they might try. One of my groups is my son and his friends, and this sort of stuff is really helpful for them. </p><p></p><p>It's not a restriction, either: it lets them see possible actions and ask for more: my experience suggests it encourages creativity, at least in 11-13 year olds.</p><p></p><p></p><p></p><p></p><p>I expect riding and the mounts proficiency is rolled into Animal Handling.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 6317081, member: 23484"] Several observations on the skill list. Aspects like this are a key mechanism in FATE games. Check out FATE Accelerated (free download) the SRD to Spirit of the Century or Diaspora for a place to start. This is pretty close to the approach in Barbarians of Lemuria. Also a solid hack that cleans things up and can be satisfying in play (where proficiency bonus becomes the number of levels you have in the given profession.) It also shares features with PDQ, as was noted: If nothing else this shows me that the designers (and the players) are looking at indie games and learning from them. It doesn't need to be a line in the sand, and the "modular" design is going to allow a lot of interpenetration of ideas. I see that as a good thing. I do like it -- it shows (in this case) how a solid stat can make up for lack of proficiency. It also helps new players, giving them prompts for actions they might try. One of my groups is my son and his friends, and this sort of stuff is really helpful for them. It's not a restriction, either: it lets them see possible actions and ask for more: my experience suggests it encourages creativity, at least in 11-13 year olds. I expect riding and the mounts proficiency is rolled into Animal Handling. [/QUOTE]
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