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The Thrills of Skills
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<blockquote data-quote="Razjah" data-source="post: 6132766" data-attributes="member: 98806"><p>My favorite skill system is in Burning Wheel. There are <em>a lot</em> of skills in the book. Each race even has some different ones. The system uses dice-pools which can allow other skills to act as a Field of Related Knowledge (FoRK). </p><p></p><p>I like skills functioning as the "What my character is notably good at." For example, a modern game really doesn't need a literacy skill. But Burning Wheel has true literacy as two separate skills because literacy was so rare around the 12-13th centuries (there is a note by Luke Crane saying this is part of the reason why it is two separate skills-read and write). </p><p></p><p>I generally prefer more detailed skills. While too many can be bad, I prefer skill-based systems. The detailed skills allow for fine-tuning a character's capacity as well as limiting options to achieve a better feel for the genre of a game (for example, limiting magic skills in a more LotR style game compared to a more "traditional fantasy" vibe).</p><p></p><p>Hell yes, I think skills are important. They are an excellent method of representing character..well..skill and representing <em>what is important to the player about this character</em>. Skills can act as flags for a GM when creating an adventure, knowing that someone has a more obscure or less common skill can lead to great moments in game when it comes into play.</p></blockquote><p></p>
[QUOTE="Razjah, post: 6132766, member: 98806"] My favorite skill system is in Burning Wheel. There are [I]a lot[/I] of skills in the book. Each race even has some different ones. The system uses dice-pools which can allow other skills to act as a Field of Related Knowledge (FoRK). I like skills functioning as the "What my character is notably good at." For example, a modern game really doesn't need a literacy skill. But Burning Wheel has true literacy as two separate skills because literacy was so rare around the 12-13th centuries (there is a note by Luke Crane saying this is part of the reason why it is two separate skills-read and write). I generally prefer more detailed skills. While too many can be bad, I prefer skill-based systems. The detailed skills allow for fine-tuning a character's capacity as well as limiting options to achieve a better feel for the genre of a game (for example, limiting magic skills in a more LotR style game compared to a more "traditional fantasy" vibe). Hell yes, I think skills are important. They are an excellent method of representing character..well..skill and representing [I]what is important to the player about this character[/I]. Skills can act as flags for a GM when creating an adventure, knowing that someone has a more obscure or less common skill can lead to great moments in game when it comes into play. [/QUOTE]
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