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General Tabletop Discussion
*Dungeons & Dragons
The skill system is one dimensional.
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<blockquote data-quote="MuhVerisimilitude" data-source="post: 9097566" data-attributes="member: 7042567"><p>I've been toying with a system where skills are replaced by skill groups. Each skill group consists of a number of sub skills and each sub skill can be "advanced" into the next stage whenever an opportunity is given. Each sub skill has a number of possible stages from 1-4 where the number roughly corresponds to the tier of the game and no sub skill can be advanced beyond the current tier of the game.</p><p></p><p>The system has not really been fully realised, so I have just a rough outline at the moment. Here's how a simple skill group like Mobility could work: Each skill has 4 stages.</p><p></p><p>Skill group: Mobility</p><ul> <li data-xf-list-type="ul">Speed +5ft, +10ft, +15ft, +20ft</li> <li data-xf-list-type="ul">Climbing 10ft, 15ft, 25ft, 35ft</li> <li data-xf-list-type="ul">Swimming 10ft, 20ft, 30ft, 40ft</li> <li data-xf-list-type="ul">Jumping 10ft, 20ft, 30ft, 40ft</li> </ul><p></p><p>This would have a number of benefits. A big one is that you could gate certain skill group advancents behind classes, so particular advancements would be very difficult to get for, for example, casters.</p><p></p><p>You could just note this in the class descriptions for like an ability: "Advance two Mobility sub skills" or "Advance one Mobility sub skill and one Endurance" sub skill.</p><p></p><p>Handling checks in this system is easy. The GM calls for a Climbing check; you note which stage of Climbing you have, and then you look at the table of modifiers [0, +2, +4, +6, +8] (for example) and add the corresponding modifiers together and roll. But in this system, the point is that skills can do things that don't even require rolls, like just flat giving you increased base movement speed.</p></blockquote><p></p>
[QUOTE="MuhVerisimilitude, post: 9097566, member: 7042567"] I've been toying with a system where skills are replaced by skill groups. Each skill group consists of a number of sub skills and each sub skill can be "advanced" into the next stage whenever an opportunity is given. Each sub skill has a number of possible stages from 1-4 where the number roughly corresponds to the tier of the game and no sub skill can be advanced beyond the current tier of the game. The system has not really been fully realised, so I have just a rough outline at the moment. Here's how a simple skill group like Mobility could work: Each skill has 4 stages. Skill group: Mobility [LIST] [*]Speed +5ft, +10ft, +15ft, +20ft [*]Climbing 10ft, 15ft, 25ft, 35ft [*]Swimming 10ft, 20ft, 30ft, 40ft [*]Jumping 10ft, 20ft, 30ft, 40ft [/LIST] This would have a number of benefits. A big one is that you could gate certain skill group advancents behind classes, so particular advancements would be very difficult to get for, for example, casters. You could just note this in the class descriptions for like an ability: "Advance two Mobility sub skills" or "Advance one Mobility sub skill and one Endurance" sub skill. Handling checks in this system is easy. The GM calls for a Climbing check; you note which stage of Climbing you have, and then you look at the table of modifiers [0, +2, +4, +6, +8] (for example) and add the corresponding modifiers together and roll. But in this system, the point is that skills can do things that don't even require rolls, like just flat giving you increased base movement speed. [/QUOTE]
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