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The Thrills of Skills
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<blockquote data-quote="Greg K" data-source="post: 6133539" data-attributes="member: 5038"><p>My favorites are Savage Worlds, Cortex (Classic) and Unisystem (Cinematic). However, for all 3 games, I do have to alter the skill list of the game breaking down a few skills into multiple skills, remove a few skills (gambling in Savage Worlds), add a new skill or two, and combine a few skills into a single skill. </p><p></p><p>I will discuss Savage Worlds:</p><p>You have a list of default skills presented. However, the GM is supposed to tailor the list based upon the setting adding, subtracting or reskinning as necessary. If a skill will not be used regularly (suggestion is once every other adventure), but fits the characters background, it becomes a Common Knowledge skill (and uses a Trait (attribute) die +2). </p><p></p><p>Skills are rated from d4-2 (untrained) to d12. They are not tied directly to an attribute in that you don't add or roll the attribute as a bonus. Instead, the cost of the skill is based on the die of the skill relative to the die rating of the attribute associated with the skill.</p><p></p><p>TN. In most cases (combat being the exception), you are trying for a TN of 4. Modifiers are applied to the die roll. </p><p></p><p>Raises: For every 4 points you score higher than the target number you get a raise (which gets you a better result). </p><p></p><p>Ace: If you roll the maximum on your die, you get to roll the next highest die and add it to your roll.</p><p></p><p>Wild Cards (PCs and special NPCs) get an additional d6 to roll called the wild die. Edges can be applied and the Wild Die can Ace just like a skill die. If the result with the wild die result is higher than your skill die result, you can use the wild die total in. </p><p></p><p>Critical failure: if you roll a 1 on both the skill die and the Wild Die you critically fail and the GM gets to make up something bad to happen to the character.</p><p></p><p>Edges: These are kind of like D&D feats, but more beneficial than a 3e feat. Many skill based edges give you a +2 to a skill meaning you will often only fail your TN 4 roll if you roll a 1 on both the skill die and wild die . Furthermore, it increases your chance of a raise. In many ways, skill based edges are more important than having a d10 or d12 in a skill which is lost on many new players coming from other games. The importance of the skill die is that they (one or more skills) are prerequisites for edges.</p></blockquote><p></p>
[QUOTE="Greg K, post: 6133539, member: 5038"] My favorites are Savage Worlds, Cortex (Classic) and Unisystem (Cinematic). However, for all 3 games, I do have to alter the skill list of the game breaking down a few skills into multiple skills, remove a few skills (gambling in Savage Worlds), add a new skill or two, and combine a few skills into a single skill. I will discuss Savage Worlds: You have a list of default skills presented. However, the GM is supposed to tailor the list based upon the setting adding, subtracting or reskinning as necessary. If a skill will not be used regularly (suggestion is once every other adventure), but fits the characters background, it becomes a Common Knowledge skill (and uses a Trait (attribute) die +2). Skills are rated from d4-2 (untrained) to d12. They are not tied directly to an attribute in that you don't add or roll the attribute as a bonus. Instead, the cost of the skill is based on the die of the skill relative to the die rating of the attribute associated with the skill. TN. In most cases (combat being the exception), you are trying for a TN of 4. Modifiers are applied to the die roll. Raises: For every 4 points you score higher than the target number you get a raise (which gets you a better result). Ace: If you roll the maximum on your die, you get to roll the next highest die and add it to your roll. Wild Cards (PCs and special NPCs) get an additional d6 to roll called the wild die. Edges can be applied and the Wild Die can Ace just like a skill die. If the result with the wild die result is higher than your skill die result, you can use the wild die total in. Critical failure: if you roll a 1 on both the skill die and the Wild Die you critically fail and the GM gets to make up something bad to happen to the character. Edges: These are kind of like D&D feats, but more beneficial than a 3e feat. Many skill based edges give you a +2 to a skill meaning you will often only fail your TN 4 roll if you roll a 1 on both the skill die and wild die . Furthermore, it increases your chance of a raise. In many ways, skill based edges are more important than having a d10 or d12 in a skill which is lost on many new players coming from other games. The importance of the skill die is that they (one or more skills) are prerequisites for edges. [/QUOTE]
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