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General Tabletop Discussion
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The Thrills of Skills
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<blockquote data-quote="Sword of Spirit" data-source="post: 6133471" data-attributes="member: 6677017"><p><span style="font-family: 'Arial'">My own system involves open-ended skills that are defined according to general levels of detail. For example a skill would be something someone might have a degree or other qualification in. But you define the style of your skill with an adjective. Say "western medicine" or "medieval swordplay." The adjective lets you know if certain things are outside of your area of expertise. Additionally you can also take specialties, for instance surgery or broadsword.</span></p><p><span style="font-family: 'Arial'"></span></p><p><span style="font-family: 'Arial'">Resolution is my own creation that begins by telling you what your average result will be based on skill and attribute, and then allowing you to apply randomness by rolling either one or two dice, based on the type of scene you are in. </span></p><p><span style="font-family: 'Arial'"></span></p><p><span style="font-family: 'Arial'">Actors (players) only need to specify a few character defining skills, but can be assumed to have others at the appropriate level which can be used and recorded if they come up. "Well I probably would have had to take some chemistry in high school, so basic skill in it?"</span></p><p><span style="font-family: 'Arial'"></span></p><p><span style="font-family: 'Arial'">It's also possible to change the level of breadth of a skill to zoom in on what is important in a scenario/campaign. For instance, if you are exploring a scenario about a group of M.D.s, instead of "western medicine", "western medical surgery" or "modern western diagnosis" might be skills, and specialties might involve cardiac surgery. In such a setting "magic" or "occult" might be a single skill if it exists at all, while in a modern fantasy setting you might have 4 different kinds of magic, each further flavored by an adjective representing style or source.</span></p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6133471, member: 6677017"] [FONT=Arial]My own system involves open-ended skills that are defined according to general levels of detail. For example a skill would be something someone might have a degree or other qualification in. But you define the style of your skill with an adjective. Say "western medicine" or "medieval swordplay." The adjective lets you know if certain things are outside of your area of expertise. Additionally you can also take specialties, for instance surgery or broadsword. Resolution is my own creation that begins by telling you what your average result will be based on skill and attribute, and then allowing you to apply randomness by rolling either one or two dice, based on the type of scene you are in. Actors (players) only need to specify a few character defining skills, but can be assumed to have others at the appropriate level which can be used and recorded if they come up. "Well I probably would have had to take some chemistry in high school, so basic skill in it?" It's also possible to change the level of breadth of a skill to zoom in on what is important in a scenario/campaign. For instance, if you are exploring a scenario about a group of M.D.s, instead of "western medicine", "western medical surgery" or "modern western diagnosis" might be skills, and specialties might involve cardiac surgery. In such a setting "magic" or "occult" might be a single skill if it exists at all, while in a modern fantasy setting you might have 4 different kinds of magic, each further flavored by an adjective representing style or source.[/FONT] [/QUOTE]
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