RMS Posted March 12, 2009 Posted March 12, 2009 There are several threads talking about skills right now and a few of you mention paring down the skills list. Could I get you to share your abbreviated lists? I'm going to start a BRP campaign (in old school Glorantha!) shortly and am debating what I'm going to use as a base skill list. I actually like several of the knew skills, while wanting to actually shorten the skill list. It's leaving me indecisively in two minds about where I'm going and has made a bit of a mess out of my character sheet. Quote
Chaot Posted March 12, 2009 Posted March 12, 2009 I'll dig mine out when I have a chance. It's heavily based on Magic World. Quote 70/420
rleduc Posted March 12, 2009 Posted March 12, 2009 (edited) Here is the skill list for Rubble and Ruin -- I don't think it will help much for Glorantha. [table]Combat|Basic|Page Artillery *|special|52 Brawl|25%|52 Energy Weapon *|special|56 Firearm *|special|58 Grapple|25%|60 Heavy Weapon *|special|62 Martial Arts |1%|68 Melee Weapon *|special|69 Missile Weapon *|special|70 Parry *|special|70 Shield |special|78 Communication|Basic|Page Bargain |5%|52 Command |5%|53 Dog Handling|10%|New Disguise|1%|55 Etiquette *|5%|56 Fast Talk |5%|57 Language *|00%|66 Perform *|5%|71 Persuade|15%|71 Teach |10%|82 Manipulation|Basic|Page Art *|5%|50 Craft *|5%|54 Demolition |1%|54 Fine Manipulation *|5%|57 Food |15%|New Heavy Machine *|1%|62 Repair *|15% |73 Sleight of Hand |5%|78 Technology |Age - 20%|New Mental|Basic|Page Appraise |15%|50 Communications Technology|1%|New Dirt Farming|25%|New EMT |0%|New First Aid|30%|Redefined Gaming|Int+POW%|60 Health Care|0%|New Knowledge *|5%|64 Literacy |Age - 20%|67 Physician |0%|New Science *|1%|75 Strategy |1%|80 Surgery |0%|New Technical Skill |1%|82 Trauma Medicine |0%|New Wilderness Skill *|10% |New Perception|Basic|Page Insight |5%|63 Listen |25%|67 Navigate |10%|70 Research |25%|74 Sense |10%|77 Spot |25%|78 Track |10%|83 Physical|Basic|Page Climb |40%|52 Dodge |Dex+Dex%|55 Drive *|20% |55 Hide |10%|62 Jump |25%|63 Pilot *|1% |72 Ride *|5% |75 SCUBA |5%|New Stealth|10%|80 Swim |25%|81 Throw |25%|83 [/table] Edited March 27, 2009 by rleduc Quote
Thalaba Posted March 12, 2009 Posted March 12, 2009 There are several threads talking about skills right now and a few of you mention paring down the skills list. Could I get you to share your abbreviated lists? I'm going to start a BRP campaign (in old school Glorantha!) shortly and am debating what I'm going to use as a base skill list. I actually like several of the knew skills, while wanting to actually shorten the skill list. It's leaving me indecisively in two minds about where I'm going and has made a bit of a mess out of my character sheet. I'll put mine up for you from my Bronze Age/Fantasy game, but it will have to wait until Sunday at least. It's slightly reduced from the RQ3 skill list. Thalaba Quote "Tell me what you found, not what you lost" Mesopotamian proverb __________________________________
Al. Posted March 13, 2009 Posted March 13, 2009 (edited) Not quite sure if this is what you want but it may help. The single slimmest skills list what I 'as ever used is: Skill - Sample Specialisations Athletics - Climb, Jump, Row, Run Combat - Brawl, Shield, Spear, Sword Devise - First Aid, Pick Lock, Repair, Trap Influence - Bargain, Beg, Fast Talk, Inspire, Intimidate, Taunt Knowledge - Animal Lore, Mineral Lore, Plant Lore, Weather Lore Magic/Psi - Sorcery, Alchemy, Diabolism, Necromancy, Enchantment Missile - Archery, Crossbow, Handgun, Heavy Weapon, Sling, Throw Perception - Listen, See, Track Perform - Dance, Play (Drums), Play (Lute), Poet, Sing Pilot - Boat, Car, Helicopter, Tardis Stealth - Conceal, Disguise, Hide, Sneak Al Edited March 13, 2009 by Al. Quote Rule Zero: Don't be on fire
RMS Posted March 13, 2009 Author Posted March 13, 2009 Thanks and keep them coming, please. I'm sure I'm not the only one interested in seeing what others have done. Not quite sure if this is what you want but it may help. If I knew what I wanted, I wouldn't be asking for ideas! So, you only have 11 total skills? That's interesting and lower than I'll probably end up going, but I still appreciate it. Quote
sdavies2720 Posted March 13, 2009 Posted March 13, 2009 As an adjunct to this, does anyone have a good system of resolution/modification for skills & subskills. To use Al's list of skills as an example, how do we adjudicate if a group wants to clamber over a wall. Able has "Athletics" at 45% but not "Climb" Betty has "Climb" at 30% Cain doesn't have "Athletics" at all Is one level the target level for the check. So if Athletics is the target level, use that skill at full (So Able has a 45% chance of succeeding). Betty has a subskill -- do we double that since it's the exact right one (So Betty has a 60% chance of succeeding). And what about Cain who doesn't have the skill at all, do we give him a Dex times 1% chance of success anyway? This becomes important when, for instance, everyone's been using Persuade or Fast Talk to seduce NPCs. Then a player wants his character to specialize in Seduction -- you don't want the other characters to suddenly be less effective. The Acting Without Skill option doesn't give a lot of guidance for this. Quote Bathalians, the newest UberVillians!
Thalaba Posted March 13, 2009 Posted March 13, 2009 My skill list is as follows: Agility Skills: Boat Climb Dodge Jump Ride (horse, camel, other) Stealth (combines Sneak and Hide) Swim Throw All weapon parries Communication Skills: Orate (essentially used for all public speaking in game such as boasting and speaking to massed troops or courtiers) Languages (*see below, combines all separate languages skills into one common skill) Persuade (used for fast talking, bargaining, etc. Anywhere one on one communication is needed. Usually used against insight) Sing Perception Skills: Insight (used to counter Persuade or for psychology type rolls) Listen Scan/Search (two skills combined into one) Sense (covers all senses that arent listen or scan/search) Track Manipulation: Conceal/Sleight (two skills rolled into one) Devise/Repair Drive (Chariot, Wagon) Play All weapon attacks Knowledge: Area Lores (various) Astronomy (used for navigation and calendar purposes) Crafts (various) Evaluate First Aid Lore (animal) Lore (herb) Lore (nature) - (covers mineralogy, climatology, meteorology, etc.) Read/Write Shiphandling Magic: Ceremony, Enchant, Summon (used sparingly in my game) Sahharia, Bakshiism, Extispicy, etc. (game specific magic skills depending on which magic system is being used by the given player) Compared to RQ3, which is where our group started, I've combined a number of similar skills (hide and sneak into stealth; sleight and conceal; search and scan; world lore and mineral lore into nature lore). RQ3 Also had a stealth category which we've eliminated - Stealth is now an Agility Skill as in BRP. *Languages is a made up skill that combines all the separate languages rolls. Every player starts with their first language. Each additional 10% in the skill grants them the ability to learn another language beyong the first. Communincation in these new languages will be automatic. When a player and an NPC do not have a common language, they roll on their Languages skill to determine how well they communicate with each other. If the languages they know are related, they may add the skills of the communicators together before they roll. I'm trying this out and so far it works quite well in our game. Hope it helps! Thalaba Quote "Tell me what you found, not what you lost" Mesopotamian proverb __________________________________
RMS Posted March 13, 2009 Author Posted March 13, 2009 Compared to RQ3, which is where our group started, I've combined a number of similar skills (hide and sneak into stealth; sleight and conceal; search and scan; world lore and mineral lore into nature lore). RQ3 Also had a stealth category which we've eliminated - Stealth is now an Agility Skill as in BRP. We're moving down a very similar path, but you're a little ahead of me. I moved the stealth skills into the Agility group. I got sick of everyone having a negative stealth modifiers...just made them pointless skills. Outside of languages and lores, I'll probably just steal your ideas wholesale. I was already leaning towards a couple of these, but hadn't decided yet. I like the languages as is, so will probably keep it. I just use the extensive default system in RQ, but keep different skills and maintain those separations for both spoken and written. (Though your idea has merit, since I never roll against them.) I've been seriously considering dumping all standard Lore skills, and just using INT rolls instead. The idea is just to use multiples of INT based on familiarity for things, so recognizing a location for someone fairly local is INTx5%, while someone from another country may be at INTx1%, and someone else at INTx3%. Then I'd just keep Lore's for specialties like Craft and Art skills work. I paired down the magic skills to just Ceremony, though tie it to a specific god or pantheon. I figured that if you have the appropriate spell, then the rest is just using an appropriate ceremony for enchanting and summoning. Hope it helps! Thalaba Yes, it did. Thanks. Quote
Al. Posted March 13, 2009 Posted March 13, 2009 So, you only have 11 total skills? That's interesting and lower than I'll probably end up going, but I still appreciate it. I've used this list in two different ways (for two quite different games) Version 1 11 Skills You can boost a specialisation separately from the main skill. Usually only one specialisation per skill (you can have more but its a bit pointless as you will see in a mo) Doing so is twice as effective (i.e. in creation putting 10 points into Athletics raises it by +10%iles, putting the same 10 into Climb does not raise Athletics but raises Climb by +20%) Raising a Specialisation has NO effect on the core skill Raising the core skill does also raise any specialisation (i.e. it stays X%iles better than the core) Version 2 Specialisations work as per BRP book (and outlined, badly, by me elsewhere on this thread) Al Quote Rule Zero: Don't be on fire
AikiGhost Posted March 14, 2009 Posted March 14, 2009 My generic shortened list Athletics Awareness Bargain Computer Conversation / Whit Cryptography Disguise Dodge Drive Electronic Design / Repair / Security Film & Television General Knowledge Gunnery History Intimidation Knowledge (Specific) Languages Law Leadership Lip Reading Lock Picking Magic (Specific Sphere)* Medicine / First Aid Melee Natural World Navigation Perform Persuade / Lie Pilot Play Instrument Potions / Poisons Ranged Weapons Read Ride Sense Mood Slight of Hand Social Skills Stealth Streetwise Swim Unarmed Combat Quote
Al. Posted March 14, 2009 Posted March 14, 2009 We're moving down a very similar path, but you're a little ahead of me. I moved the stealth skills into the Agility group. You're in good company there coz so did the authors of Ringworld, Elric! (sort of) and BRP Al Quote Rule Zero: Don't be on fire
Trifletraxor Posted March 14, 2009 Posted March 14, 2009 Athletics, Climb, Dodge, Device, First Aid, Influence, Listen, Ride, Spot, Streetwise, Survival, Swim + open slots for more specialised skills. SGL. Quote Ef plest master, this mighty fine grub! 116/420. High Priest.
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