FireLance said:
I personally would find generic skill powers to be more widely applicable, though - e.g. make a skill check and help an ally (grant a bonus, grant a reroll, etc.) as well as gain a success if you succeed, make a skill check and choose to either negate a failure or gain a success if you succeed, use your best skill in place of any other skill, etc.
That's kind of like what I'm toying around with for the FFZ version of this. I don't quite want to make it entirely generic -- I find that using the names of abilities and the description of abilities helps with the role playing quite a lot, and keeps different people using different skills feeling like they're contributing in different ways. You can always give the DM the behind-the-screen info for making new abilities. But it's certainly easier for a designer to give some broad guidelines and say "go for it."
KM, my personal problem with your system is that at no time does it require anyone to actually speak in character. The things that are actually said by the characters don't matter, only the dice rolls do.
Certainly a fair point. I do think that it's important not to penalize players for their own personality quirks. If you've got a shy player, acting out what happens isn't going to be very fun for him. If you've got an outgoing player, they might dominate the challenge with their own personal charisma. This is kind of like giving the players a puzzle that the characters are supposed to solve -- it's not about the characters anymore, so it can take you out of the role.
The way story informs mechanics here is a little more subtle. Intimidation stops them from responding; empathy taps into their basic animal trust; the way the characters' personalities are inform their skill choices and their abilities and what effects their abilities have. There's still room for description; just like with describing combat it's pretty essential, but it doesn't need to be persuasive or dramatic in and of itself.
The dice provide the direction, the players provide the dialogue.
This basically means an expanded player base. If a shy player dreads social encounters because she's not a social person, but can still play a social, outgooing character, I think that's a positive thing, because it lets her play her hero in her way without relying on what she can actually do (just as her hero's dragon-slaying powers don't depend on the player's ability to slay dragons).
It's not quite able to be totally reskinned, because the story ideas like "Intimidation makes you less likely to fight back" translate into mechanical ideas like "Intimidation abilities make counter-arguments harder", while story ideas like "Diplomacy makes people your friend" translate into mechanical ideas like "Diplomacy makes it easier to get successes!"
I do kind of wish it worked the other way around, where the player could think of something to say and then use the ability related to that thing, or just default to something equally useful if they didn't have a brilliant idea, but obviously the concept is still kind of raw.
