Skill Groups and Subskills Borrowing from Serenity, sadly not Vera....
#1
Posted 21 May 2006 - 08:28 PM
Now I thought about how this skill setup might work for the d20 system. Certainly many of the skills currently available carry cerain overlap, not to mention that they could fall into simple groups quite easily. Apart from the obvious craft, profession, perform, and knowledge; could you also picture a perception skill group, or perhaps athletics? Maybe an entire diplomacy group that included its related skills? Apart from solving issues of overlap this also makes a certain degree of sense, there are very basic things that a person builds on before specializing.
Now the one stumbling block I see here is encouraging players to take the specific skills over the general, if you can get 5 for the price of 1 why not go for it? The Serenity system of capping advancement in a group skill, like most of its realistic components, is hardly a viable approach for a level based system. I thought about just making all group skills cross-class for all classes, which does put an effective limit on advancement there. There is also the fact that a specialty skill adds the group ranks to each check, which might in itself provide enough incentive to take subkills.
Input?
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#2
Posted 21 May 2006 - 09:21 PM
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#3
Posted 22 May 2006 - 12:22 AM
Quote
You purchase Skills during character creation and improve them later with Advancement Points (see Chapter One: Find a Crew). Skills are divided into two related types: General Skills and Specialties. An example of a General Skill is Athletics—a Skill needed for any type of physical activity from dodging to swimming. A General Skill can be improved upon, but may advance only up to d6. After that, you need to choose at least one Specialty Skill.
Speciality Skills start where the General Skill leaves off, allowing the character to improve in a specific area of expertise. For example, your former track star character has the Athletic Skill at d6, with the Running Specialty at d10. When you already have a d6 in a general Skill, your purchased Specialties start at d8, as you build on the expertise you have at the general level. There are no limits to the number of Specialties you may purchase.
If a character doesn’t have a Specialty, he simply rolls using the general Skill (assuming he has it), or the Attribute only if he has no Skill in the action whatsoever. A Skill starting at d2 can be improved upon from there.
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#4
Posted 22 May 2006 - 02:06 AM
On the other hand, it could work for Modern. Not quite as much, but less Herculean an effort.
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#5
Posted 22 May 2006 - 12:41 PM
It seems to me that once you figure out what you want your skill groups to be in the first place it'd be easy to turn the remaining skills into specialties.
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#6
Posted 22 May 2006 - 03:11 PM
Check out my art!
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Some people are like Slinkies. They're really good for nothing. But they still bring a smile to your face when you push them down a flight of stairs.
Dell: We're pleased to inform you that your order was shipped on 06/06/2006!
Me: Great, so now I have Satan in my computer. Like XP wasn't problematic enough.
"It was terrible. It had these big, pointy teeth."
--The Vault Dweller
The ALLCALMA Act
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#7
Posted 22 May 2006 - 05:47 PM
Craft
Knowledge
Perform
Speak Language
Athletics – Balance, Climb, Jump, Swim, Tumble
Perception – Spot, Listen, Smell, Taste, Empathy, Extra Sensory (DM discretion)
Examine - Search, Research, Appraise, Decipher Script
Survival – Forage, Navigation, Move Freely, Track
Diplomacy – Innuendo, Bluff, Sense Motive, Improve Attitude, Intimidate, Gather Information
Stealth – Hide, Move Silently, Disguise, Escape Artist, Forgery
Sleight of Hand – Pick Pocket, Pick Lock, Disable Device, Use Rope
Handle Animal – Ride, Train, Wild Empathy
Heal – First Aid, Surgery, Psychiatry
Spellcraft – Identify Spell, Use Magic Device, Learn Spell (Wizard Only)
Discipline – Concentration, Composure
Ok, I'll grant that to come up with some of the specialties in this list I had to split existing skills into their different uses. On the other hand it does make sense (at least to me) that if we use a specialty system we should divide expansive skills into their components.
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#8
Posted 03 June 2006 - 05:29 AM
We are the saviours to our kind...
We are the devout...
We are the enlightened...
We are the true rulers by right...
We are Drow...
Beware us...
#9
Posted 04 June 2006 - 01:59 PM
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#10
Posted 04 June 2006 - 02:56 PM
Axel, on Jun 4 2006, 08:59 AM, said:
Iron Heroes is an "alternate Player's Handbook" from Malhavoc Press (Monte Cook's company.) It's a low magic setting with an emphasis on interesting combat, very Conan-like in feel. It's close enough to standard DnD I'd hesitate to call it a separate d20 game. One demo game at a local conventrion was enough to convince me to buy the book.
The author (Mike Mearls) wrote a Design Diary article on how skills work in Iron Heroes, and the reasoning behind the change. Your proposal, Axel, does look very similar.
#11
Posted 04 June 2006 - 10:24 PM
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#12
Posted 07 June 2006 - 02:52 AM
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