tag:blogger.com,1999:blog-323276912086013429.post9155804623497035471..comments2024-03-23T04:06:43.528-04:00Comments on The Retired Adventurer: How to Represent Skills Without A Skill System?John Bhttp://www.blogger.com/profile/17318244888477546773noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-323276912086013429.post-68748959859681412272012-03-01T16:33:42.581-05:002012-03-01T16:33:42.581-05:00Honor and Intrigue just gives each player four pr...Honor and Intrigue just gives each player four professions that they've worked at over their career, and gives three points to spend between them. Whenever you roll something that a Thief would logically be good at, you just roll Thief. Whenever you roll something a Scholar would be good at, you roll Scholar.Countercheckhttps://www.blogger.com/profile/10437623354119967359noreply@blogger.comtag:blogger.com,1999:blog-323276912086013429.post-34233973507375471472012-03-01T08:52:10.576-05:002012-03-01T08:52:10.576-05:00You may want to check how LotFP addresses the prob...You may want to check how LotFP addresses the problem. In our current campaign, we use the Focus-system found in Dragon Age RPG.Ynas Midgardhttps://www.blogger.com/profile/14972628887096890642noreply@blogger.comtag:blogger.com,1999:blog-323276912086013429.post-41482008275868191742012-03-01T01:58:55.681-05:002012-03-01T01:58:55.681-05:00I'm using a similar mechanic in my Emern game ...I'm using a similar mechanic in my Emern game right now, actually. Characters are randomly assigned professions that determine their areas of competency. It works pretty well, but I do find that it mainly shifts the issue back a step, so I'm left using the a roll-under-stat mechanic for situations where success or failure are both possible. <br /><br />I'd like to quantitatively represent the advantage a character's skill gives them in situations where failure or success are both possible, but success if more probable for a trained or skilled character than an untrained one despite any stat differences between them. <br /><br />For example, if the character needs to light a fire on a windy hilltop using rapidly gathered plant material to signal a passing ship, I'd like the probability of that succeeding to be based at least partly on whether the character has some training in creating and lighting fires, rather than relying solely on their stats (which is the situation I'm in now).John Bhttps://www.blogger.com/profile/17318244888477546773noreply@blogger.comtag:blogger.com,1999:blog-323276912086013429.post-62327460244454207892012-02-29T20:56:08.789-05:002012-02-29T20:56:08.789-05:00DCCRPG allows a ransomly generated "previous ...DCCRPG allows a ransomly generated "previous occupation" -- what the character did before pursuing a life of adventure. It's easy to imagine if a character might be competent in a particular skill and at what level. For instance, a character wwant to start a fire and maintain it at a particular heat. A baker would be pretty good at it; an alchemist even better. A banker, on the other hand, wouln't really have a clue. I find that this system is totally comprehensive and couldn't be an easier mechanic.dorkbothttps://www.blogger.com/profile/12441736886470557606noreply@blogger.com