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[Forge-main] Skills
From: |
Ricardo Gladwell |
Subject: |
[Forge-main] Skills |
Date: |
24 Aug 2003 14:03:54 +0100 |
Dear All,
The design principal for skills is closer to the d20 approach: that is,
rather than have a more open-ended list of skills, where the effective
list of skills is near-infinite, we have a more close-ended list. This
makes deciding which skills to use for a particular action more of a
science and less ambiguous.
What I need are some thoughts, criticisms and ideas for the skill list
and rules I have compiled so far.
Most skills require a specializations. Like Ability focuses, these impart
a +1 bonus to rolls they are relevant for, for example, Culture (East Africa)
would impart a reduction in difficulty of 1 for any rolls involving
East African culture.
The list I have devised so far is as follows:
* Acrobatics
* Art
* Bargain
* Brawl
* Craft
* Culture
* Diplomacy
* Dodge
* Expression
* Intuition
* Intrigue
* Knowledge
* Leadership
* Manipulation
* Navigation
* Perform
* Ride
* Science
* Sport
* Strategy
* Stealth
* Swim
* Survival
* Track
* Vehicle
* Weapon
Here follows a detailed description of why I have chosen the above
skills (the design rationale) and what precisely those individual skills
cover:
Acrobatics
--
Acrobatics represents the basic 'amazing feats of dexterity' skill -
amazing jumps, balancing on tight ropes, swinging from chandeliers. I
intended this skill to encompass a wide scope, including climbing. Do we
need a separate Climb skill or is this skill sufficient?
Brawl
--
General unarmed combat skill for punching, kicking, head-butts, biting,
etc.. Is this a good name for this skill and if not is there a better
one?
Diplomacy
--
General negotiations skill, good for dealing with outsiders,
bargaining, basic etiquette and so forth. Is this better represented
with other skills (see Cultures, Intrigue)
Dodge
--
Basic dodging skill, making it harder to hit you in combat. Should this
be under acrobatics or does it really deserve its own skill?
Expression
--
Oratory skill - getting your ideas across. Is this the same as
Manipulation or is it different?
Heal
--
This is a tricky one: how does this work across different genres. In
fantasy this would be your basic, primitive ability to clean wounds etc,
but in a modern setting this would be more akin to first aid. And what
about medical science, chirurgy, surgery etc.?
Intrigue
--
Basic politicking skill - how to handle yourself in sensitive, political
situations, gossip and so on. See Manipulation and Cultures for similar
skills.
Intuition
--
A generic skill for guessing or determining someone else's intentions
(aka Empathy) or detect lies.
Leadership
--
Basic leadership/management skills - motivating and controlling a large
group of people.
Manipulation
--
Usually most games have several skills (intimidation, lying, seduction,
etc) but I think these can all go under one skill. For example,
intimidation is a Strength/Manpulation roll. Thoughts? Am I mad?
Sport
--
Sport in the old sense of the word - running, jumping, and so on. Basic
ability to run fast, jump high or long and so forth. Is this right or
should there be seperate skills for Run, Jump etc?
Stealth
--
Fairly self-explanatory - sneaking around skill for skulking, shadowing
and moving silently.
Strategy
--
Basic tactical/warfare skill for determining a good stategy for combat,
and so forth.
Swim
--
Self-explanatory. Is there any place for this skill under another skill?
Survival
--
Basic ability to survive in the wild. Does this skill include Track or
is that a seperate skill?
Track
--
Ability to follow someone. Is this skill replicated by Stealth, Scent or
Survival. I don't know!
Animals
--
Knowledge of how to handle and care for a particular animal. For example
Animal (Horse) permits you the ability to ride a horse, care for it,
etc.
Arts
--
Knowledge and talent for a variety of art forms, such as painting,
drawing, and so forth.
Crafts
--
Inlcudes ship-building, blacksmithing, guns manufacture and so forth. Is
this a good, genre-neutral heading for this skill group?
Cultures
--
Knowledge of a particular culture or strate of society, including
politics, etiquette and so forth. For example, Culture (New York/Street)
would allow you to get by on the mean streets of New York, whilst
Culture (Nobility) would allow you to pass as a noble in the royal
court.
Knowledges
--
Basic knowledges, such as History, Occultism, and so forth.
Weapons
--
Skill groups for vazrious weapons, from swords, to semi-automatic
weapons.
Sciences
--
Knowledge of various sciences, including Medicine, Chemistry, Psychology
and so forth. More useful than knowledges.
Other Possible Skills
--
The following skills are quite common in many genres but don't quite fit
into the above. I'm not happy with them unless there can be a method of
turning them into more generic skills or finding a place for them with
the group skills.
Administration/Beuraucracy
Computers (Knowledge?)
Disguise
Forgery
Hide
Lock Picking (Craft?)
Martial Arts [Group]
Meditation
Pick Pocket (Craft?)
Research
Ride (same as Animal Handling - perhaps an Animal skill group)
Sleight of Hand
Teaching
Throw
Traps
Ideas?
--
Ricardo Gladwell
President, Free Roleplaying Community
http://www.freeroleplay.org/
address@hidden
- [Forge-main] Skills,
Ricardo Gladwell <=