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What's Your "Sweet Spot" for a Skill system?
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<blockquote data-quote="GMMichael" data-source="post: 8960733" data-attributes="member: 6685730"><p><a href="https://modos-rpg.obsidianportal.com/" target="_blank">In Modos 2</a>, I encourage the guide (GM) to write her own skill list, and it's exactly for this reason. Some groups don't need 10 thief skills. Some do. The guide can keep it simple by throwing out the skill list, pruning down the 21 (22ish?) default skills, or keeping the default list. Or, she can go gonzo, and keep adding beyond Pistol, Rifle, and Bow.</p><p></p><p>By the way, I included "melee" and "ranged" skills in the earlier version for combat, but that does two things that I was trying to avoid: make the default skill list slightly longer, and put more focus on combat (since they were both weapon-focused skills). The two became "armed."</p><p></p><p></p><p>This doesn't follow, unless you're talking about a specific game or specific definition of attributes. I.e. hit points are treated as an attribute in some games, and in those games, you probably need them, regardless of how much skill you have. To continue the Modos 2 example, attributes determine how much "damage" a character can manage. So they're pretty important (unless the guide mods them).</p><p></p><p></p><p>Emphasis mine. I wouldn't call that a skills problem. That sounds more fundamental. Like a "pass or fail" problem. Which isn't hard-coded into <em>all</em> games...</p></blockquote><p></p>
[QUOTE="GMMichael, post: 8960733, member: 6685730"] [URL='https://modos-rpg.obsidianportal.com/']In Modos 2[/URL], I encourage the guide (GM) to write her own skill list, and it's exactly for this reason. Some groups don't need 10 thief skills. Some do. The guide can keep it simple by throwing out the skill list, pruning down the 21 (22ish?) default skills, or keeping the default list. Or, she can go gonzo, and keep adding beyond Pistol, Rifle, and Bow. By the way, I included "melee" and "ranged" skills in the earlier version for combat, but that does two things that I was trying to avoid: make the default skill list slightly longer, and put more focus on combat (since they were both weapon-focused skills). The two became "armed." This doesn't follow, unless you're talking about a specific game or specific definition of attributes. I.e. hit points are treated as an attribute in some games, and in those games, you probably need them, regardless of how much skill you have. To continue the Modos 2 example, attributes determine how much "damage" a character can manage. So they're pretty important (unless the guide mods them). Emphasis mine. I wouldn't call that a skills problem. That sounds more fundamental. Like a "pass or fail" problem. Which isn't hard-coded into [I]all[/I] games... [/QUOTE]
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