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What's Your "Sweet Spot" for a Skill system?
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<blockquote data-quote="Staffan" data-source="post: 8959920" data-attributes="member: 907"><p>It depends a lot on what the game is about and trying to do, but generally I think the Troubleshooters is in about the right spot with 25-30 percentile skills plus a number of binary abilities supplementing them. Notably, the Troubleshooters does away with attributes/ability scores – some attribute-like things still exist, but as skills.</p><p></p><p>Another game with an interesting approach to skills is Star Trek Adventures. ST:A has six Attributes rated 7 to 12 that mostly represent innate aptitude and how good you are at approaching problems in different fashions: Control, Daring, Fitness, Insight, Presence, and Reason. You also have six Disciplines rated 1-5 representing training in various areas (0 is theoretically possible but not for PCs since Starfleet makes sure their crews are generally competent), and since this is Star Trek the Disciplines are Command, Conn, Engineering, Security, Science, and Medicine. When rolling, you usually roll two d20 (you can get more via various means) and want to get below the sum of the appropriate Attribute + Discipline on as many dice as possible (with a roll of 1 being a crit and counting as two successes). So far it's a pretty bog standard stat+skill system, but you also have Focuses, representing narrower training. These can be things like Botany, Small craft, Hand phasers, or Warp systems. When making a check where you have an applicable Focus, each die equal to or lower than your appropriate Discipline is a crit instead of just a 1. This makes sure that PCs are widely competent (as Starfleet characters are generally portrayed), but still have their own specialties. So Dr. Julian Bashir is better than Dr. Beverly Crusher on most Reason + Medicine checks (Sum 16 vs 15), but Crusher is a better surgeon because she has a focus in Surgery, and Bashir instead has one in Genetic Engineering.</p></blockquote><p></p>
[QUOTE="Staffan, post: 8959920, member: 907"] It depends a lot on what the game is about and trying to do, but generally I think the Troubleshooters is in about the right spot with 25-30 percentile skills plus a number of binary abilities supplementing them. Notably, the Troubleshooters does away with attributes/ability scores – some attribute-like things still exist, but as skills. Another game with an interesting approach to skills is Star Trek Adventures. ST:A has six Attributes rated 7 to 12 that mostly represent innate aptitude and how good you are at approaching problems in different fashions: Control, Daring, Fitness, Insight, Presence, and Reason. You also have six Disciplines rated 1-5 representing training in various areas (0 is theoretically possible but not for PCs since Starfleet makes sure their crews are generally competent), and since this is Star Trek the Disciplines are Command, Conn, Engineering, Security, Science, and Medicine. When rolling, you usually roll two d20 (you can get more via various means) and want to get below the sum of the appropriate Attribute + Discipline on as many dice as possible (with a roll of 1 being a crit and counting as two successes). So far it's a pretty bog standard stat+skill system, but you also have Focuses, representing narrower training. These can be things like Botany, Small craft, Hand phasers, or Warp systems. When making a check where you have an applicable Focus, each die equal to or lower than your appropriate Discipline is a crit instead of just a 1. This makes sure that PCs are widely competent (as Starfleet characters are generally portrayed), but still have their own specialties. So Dr. Julian Bashir is better than Dr. Beverly Crusher on most Reason + Medicine checks (Sum 16 vs 15), but Crusher is a better surgeon because she has a focus in Surgery, and Bashir instead has one in Genetic Engineering. [/QUOTE]
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