So I've decided Shaman will use Channeling to help keep him as distinct as possible from the Captain, and Beastmaster will use positional Catches because that helps to evoke pack hunting best. Barbarian Fury and Hero Feats will probably be added in at some point because those are pretty distinct from the other classes.
Classes sorted, continuing on: Action resolution. Action resolution will be using the most popular and common core mechanic both on this board and in general, both because of its proven capability and the wealth of successes and failures to learn from provided by its popularity. By which I obviously mean d100 roll under. While I'm not nailing down classes
yet, I am pretty positive that classes will provide mainly two things: A list of unique tricks following a certain resource schedule, like the Warlock/Shaman spells, the Ranger precision strikes, etc. etc., which are horizontal in nature. The ability you pick up at level 10 could've been the trick you picked up at level 1 and vice-versa. And second, a certain number between one and three of key skills you start trained in to a certain level between apprentice and master. Everything else - HP, attack rolls, AC, etc. etc., is entirely in skills. The entirety of the bonuses that PCs can expect to see range from -1 to +10. That is for the entire campaign, and you'll probably be at or near +10 in things that you are specialized into almost from the beginning. It's like 5e D&D, except that it is
true that real ultimate power is measured in hectarchers (riding brachiosaurs) rather than godslaying superpowers.
Skills benefit from being either apprentice (+1), journeyman (+2), or master (+4) level. They can also have an equipment bonus of -1 (for no tools) to +2 (for masterwork). Feats which are either universally available or available to certain classes can provide either a +1 or occasionally a +2 to a group of skills for being extra strong or extra fast or whatever. That puts the cap at +8, with another 2 points reserved for ability-based bonuses, whether that's the Ranger sacrificing a move action for a +2 to-hit on his aim or the Captain providing a +2 to evasion by playing his Take Cover battle order or whatever. Theoretically you could break the soft +10 cap by combining a Captain's inspiration bonus with, say, a Beastmaster's positional bonus, but since the Captain is the only one who can hand out buffs and he can only do so randomly I don't think I need to be especially concerned about that.
Acrobatics
Since the game doesn't have STR or DEX scores (though it has feats like "extra strong" or "extra fast" which both provide non-stacking bonuses to this skill) there isn't any reason to split Acrobatics and Athletics. Acrobatics is your ability to get from point A to point B.
AC (which could use a better name given that armor has nothing to do with it) is equal to 10 + Acrobatics. Acrobatics takes penalties from armor from -1 to -4. There is a +2 bonus for each size smaller than Medium, and a -2 penalty for sizes larger. AC, but not Acrobatics in general, benefits from parry bonuses, but not from armor. Acrobatics is also used as a Reflex save.
Animal Handling
This is used for appraising the value of dinosaurs. A DC 15 check will tell you if the dinosaur is of greater, lesser, or about average quality. On a DC 20 you just hand the player the entire sheet. Which reminds me, some kind of dino-generation scheme that allows you to generate up a dino a minute so that players can go shopping for them is needed for the finished product.
Animal Handling can also be used for Ride checks to direct a mount in combat or other dangerous situations, which is DC 12 if it's properly trained for battle (just high enough that you need to some kind of advantage to take 10, but not so high that anyone who's reasonably trained can't manage), and the Beastmaster is going to use it for a lot of his abilities probably. The Raptor Knight can probably use it to activate some of his mounted Forks, too.
Blacksmithing
Used to craft various weapons and armor and also to appraise them. Blacksmithing gets the same gig as Animal Handling with a DC 15 to get a general read on quality, although they just don't have enough variety for the DC 20 to do anything. The range on these tools only goes from -1 to +2 and the -1 is nothing at all, so there is no range outside of lesser, average, or greater.
Blacksmithing can also be used to actually make weapons, armor, and tools (whether or not you have those tools' associated skill). It is generally a DC 10 to craft shoddy quality goods, DC 15 to craft standard quality goods, and DC 20 to craft a masterwork. These DCs are increased by 5 for weapons/armor, i.e. the things players actually want. Crafting requires half the cost of the item, but crafting a masterwork doesn't cost any more in materials. The reason masterworks tend to be more expensive is because even very skilled blacksmiths only produce them half or, in the case of weapons/armor, a quarter of the time, and scarcity drives up cost.
Combat
This is added to both your to-hit roll and your damage rolls with all sorts of weapons, melee and ranged, one-handed and two. Two-handed weapons also benefit from the 1.5x bonus to damage from Combat. Each size category larger than medium increases the damage bonus from Combat by 1.5, but leaves the accuracy bonus alone, and in fact being a size category larger inflicts a -2 accuracy bonus in general. Each size category smaller than medium halves the bonus, which means that tiny creatures must be a master to get a damage bonus and diminutive or fine creatures can't get them at all. On the other side, a master-level large creature gets +6 damage and a huge gets +9. The half-again bonus for two-handed (or equivalent, since huge creatures aren't humanoid) applies, so for a huge creature it would be +14 total (you always round up fractions). Inherent bonuses (like those given by great strength feats) are calculated before multipliers, but other bonuses are added in after. This is because inherent bonuses will basically never be added midway through a battle, but morale bonuses, flanking bonuses, etc. etc. might be, and you don't want to have to stop and recalculate multipliers in the middle of combat. Much easier to just slap the +2 on even if that means that a hypothetical sapient tyrannosaur would barely even notice a morale boost from the Captain. That's not a thing that's actually supposed to be possible so I don't really care.
Those with apprentice-level Combat can wield martial weapons, journeymen gain proficiency with one exotic weapon of their choice, and masters gain proficiency with two more exotic weapons. I haven't yet decided if I want combat feats to be generally available with certain ranks of Combat as pre-requisites, or if I want to make a Hero class who uses feats.
If you're fighting with a proper weapon, you get a +1 to accuracy and damage. Only shoddy weapons leave you at the standard +0, and improvised weapons like using a rake as a spear give you a -1. If you aren't proficient with a weapon you're using, you take the standard -4 to accuracy, though not to damage.
Deception
Deception is rolled against Investigation for lies, disguises, and forgeries. If you beat their check, they buy it. There are bonuses of up to +5 for lies which the subject wants to believe or which build on things they already believe, and penalties of up to -5 for lies that they're predisposed not to believe or contradict things they already know, with a special mention of -10 for lies which are completely outrageous but hey, scam artists have gotten away with some pretty crazy stuff so it's still possible.
Endurance
Endurance is rolled as a Fortitude save. It also contributes to your carrying capacity in a way that I haven't entirely sorted out, and gives you bonus HP equal to your Endurance bonus times your size multiplier, which for Medium creatures is 5. Apprentice-level Endurance HP is less than a single swipe from an enemy with a common quality longsword doing 1d8+1 damage by default and journeyman Combat skill giving him another +2, but journeyman Endurance is enough to resist a solid swipe from a mook, and master Endurance grants a total of 20 HP, which is enough to take two or three mook swipes or one from a masterwork greataxe wielded by a warrior with master-level Combat, a +1 from exceptional strength, and a good damage roll.
Speaking of HP, your bog-standard mook is going to have about 8 of it. That's enough that a single longsword blow with master-level Combat will probably bring him down. Armor acts as DR, not AC, so if you stick that mook in some scale mail he's now heavy infantry who can take two of those sword swipes even if you don't give him some training to give him apprentice-level Endurance. PCs will want to be able to take at least two blows from a competent enemy even if untrained in Endurance, and a master-level warrior with a +1 longsword deals 9.5 damage, which means PC health should start at around 20 (and go up to 50 with Endurance and Endurance-related feats - health doesn't accrue with levels automatically). Some amount of bonus HP may end up being a class feature to all classes, with certain classes getting 5 more or less than others and thus coming out to 15 or 25 by default, or people with PC classes might just be set to 20 HP by default while NPCs start out with 8.
Armor DR is generally the same as the AC bonus would be in D&D, although the setting is less medieval and more ancient so a lot of armors aren't around. Padded armor gets 1 DR and is worn by a lot of cannon fodder soldiers, light leather is 2 DR and is popular with town guard, heavy leather is 3 DR and is popular with raptor cavalry because raptor carrying capacity is not actually that great, scale mail is 4 DR and is heavy infantry standard, I don't know what you call the hoplite's cuirass+greaves+helmet+leather skirt getup but that is the 5 DR benchmark, and the Roman lorica segmentata is the high mark of armor available at DR 6. Plate armor is definitely not around but chainmail (with DR from 4 to 6 depending on how much of it you use) is somewhat anachronistically available, because it doesn't muck with balance and a game about humans riding dinosaurs doesn't have much room to complain about anachronism.
Size also grants DR, if your skin is sufficiently leathery. Medium creatures with leathery skin are covered in what is essentially actual leather armor and have DR 3, but at large it's DR 5 and an extra 5 DR for each size after that. What this means is that a standard giant dinosaur has DR of 10, which means that they can be nearly immune to mook weapons by being literally nearly immune to mook weapons instead of having triple digit HP. The average large-size creature has somewhere around 30 HP, and the average Huge size (that is, a giant dinosaur) has 45 HP. Large creatures gain 7 HP per Endurance bonus, and Huge get 10, so a giant dinosaur with master level endurance has 85 HP. If it's a diplodicus it also gets +2 to Endurance for being a diplodicus (it has the "incredible constitution" feat for being a diplodicus), so giant dinosaur HP tops off at 105.
How do you kill something with DR 20 (after worn armor) and HP over 100? Well, I'm okay with diplodicuses being super hard to kill because that's sort of their niche, mechanically. But there are mainly three ways to go about killing giant dinosaurs in general. Number one, find a way to ignore that DR. Trikes and Raptor Knights alike can ignore DR while charging. Number two, find a way to do damage every round. This is a sub-category of number one, in that DoT ignores DR. Rending attacks from allosaurs or from flinging raptors at the problem until one of them crits, or poison from trikes or lances, will bleed the diplodicus for 10% of its HP each round (just move the decimal of its max HP over by one, there's your DoT). Number three, just be a t-rex and deal a preposterously large 4d12+21 damage, or 47 on average. A rex is still going to require multiple rounds to chew through a fully armored max-health diplodicus, but comparatively fewer than someone who does light damage and relies on 10% DoT to kill them, and certainly less than anything other than a small army of raptor lancers dealing 16 damage on average per strike (2d8+7), even accounting for the fact that they get to ignore armor. Although a trike can deal an average of 30.5 damage per round (3d8+17) and gets to ignore DR on a charge, which comes out to pretty similar to the rex damage, but it also has to be charging every time whereas the rex can close to melee and stay there while biting.
Engineering
This can be used to construct walls and buildings and such, but the material cost and man hours required are far outside the scope of most campaigns and once you actually have that kind of material you probably don't spend your time directly managing projects, instead just overseeing them from afar. But a logistics level character who personally directs work crews in the construction of the Taj Mahal should hopefully be possible.
The main purpose of this skill, though, is to rig up the load on a giant dinosaur so as to reduce the weight. While rigging up a hypothetical load of goods (meaning, this can be done before actually purchasing said goods) you can make an Engineering roll to distribute them such that your giant dinosaur can carry more than it ordinarily would. The base check is at DC 10 for a 10% increase in carrying capacity, and an additional 10% at every 5 points higher. Each load must be rolled for separately, as this is the skill of expertly distributing weight based on how it will move with the dinosaur's stride and so on, not just making a harness that helps in general.
A giant dinosaur harness is a thing you can craft with this skill, though (you can also just buy one). It requires a DC 15 check and gives you a +1 bonus to this skill. On a DC 20, you've crafted a masterwork harness that gives you a +2. The harness obviously only helps if it is actually on the giant dinosaur, and you cannot use a harness for one type of dinosaur on another. A masterwork harness is custom-fit for a specific giant dinosaur and provides only a +1 when used on another dinosaur, even one of the same species. Instead of crafting a normal harness, you can try to craft an adjustable harness. This increases the DC by 5, but allows the harness to be transferred to dinosaurs of other species. A masterwork adjustable harness provides a +2 bonus for all dinosaurs of any species, not just the one it was made for.
Engineering can also be used to craft locks, in which case it is a DC 10 to make a lock with a DC 10 to open, a DC 15 to make a 15, and so on up to DC 25.
Finance
Persuasion covers haggling for good prices. This skill is about making the numbers on a sheet add up (considering renaming it to "accounting"). It allows you to decrease the loss of money and food by keeping careful track to make sure none of the money goes missing and carefully rationing the food. At the end of each week when these things are marked off, you can roll a Finance check at DC 15 to decrease the total amount lost by 10% (as with most things of this nature, just move the chop the last number off the total and that's how much you decrease it by). For every 5 points you exceed the DC, you increase the amount saved by another 10%.
Medicine
This skill covers human medical treatment. Treating dinosaurs uses the same system, but requires you to use whichever is lower of your Medicine or Animal Handling skill. Ordinarily when injured you recover 10% of your health each week of rest (as with DoT, just move the chop the last number off of your max health and that's how much you recover per week). A DC 15 check allows you to speed the healing of another by an additional 10% of their max health per week, and 10% again for each 5 points you beat the DC by. If you fail the DC by 5 or more, you accidentally make things worse and nullify the weekly healing. For each additional 5 points you fail the DC, you cause 10% damage instead. If you're treating yourself, the DC is increased by 5.
You can also roll Medicine to treat poisons and disease. A doctor can roll their Medicine to save on behalf of their patient against the poison's or disease's DC, and the patient can take the higher of the doctor's Medicine check or their own Endurance check.
Occult
This covers a general knowledge of both religion and magic, because those are the same thing. Since I haven't yet decided how prevalent I want magic to be, the utility of this skill is still pretty up in the air, but you definitely roll it as part of your spells, so Shamans and Warlocks definitely want it in spades. Not sure if it has any use outside of that. I am considering the possibility that anyone should be able to cast cantrips just by rolling high enough on this skill.
Intimidate
If you succeed on an opposed Intimidate vs. Willpower check, an opponent will grant favors as though they were one step higher on the attitude chart than they actually are and take a -2 morale penalty to opposing you. For every 5 points you beat their Willpower, they take an additional -1 morale penalty to all skill rolls opposing you and shift one more step up the attitude chart. Just like Persuasion, the attitude shift is not persistent, and neither is the penalty.
Investigate
Investigation covers searching for things, catching on to lies, seeing through disguises, discovering hidden doors or traps, and so on.
Larceny
Larceny is for picking locks and pickpocketing. Pickpocketing is a roll against the target's Perception while locks have DCs that range from 10 for cheap, simple locks on up to 25 for masterwork locks. Lock technology is lagging behind lockpicking skill by quite a bit, which is why even an apprentice larcenist can pick locks up to DC 20 if they're willing to pour half an hour into it by taking 20. The dream is that someone will notice the break-in before that happens. DC 25 locks are valuable because they require at least two of exceptional talent, deft skill, and a good set of tools to get inside.
Perception
Perception is used to spot things rapidly, whereas Investigation is used to search for them. As such, Perception is mostly just a save vs. pickpocketing and ambushes.
Perform
I haven't figured out how much a coin is actually worth or what things are priced at, so I have no idea how to properly price the perform skill. I would also like there to be a way to increase the payout per person by having lots of people perform together so that an alarmingly badass theater troupe is a supported concept, even if it's not a focus. But right now I have zero actual rules for this skill, just notes on what outputs I want from it.
Persuasion
Persuasion is used to make people your friends and inspire them to greatness. Persuasion can be used to haggle, in which case it is an opposed check. For every five points you beat the opponent, you get a 10% discount, and for every five points you lose, you get a 10% price hike. You can still choose to walk away completely after failing to haggle for a good price, but you can't try to haggle again. You can't take 10 on haggling, but if there are at least 20 different merchants selling the item you're looking for (which will typically only happen if you're looking for something fairly common and are in a major market) you can take 20.
Persuasion can also be used to improve someone's attitude towards you. You roll Persuasion opposed to their Willpower and if you beat their roll, their attitude improves by one step for the purposes of whatever request you're making on them. For every 5 points you beat their roll, you improve an additional step. For every 5 points you fail, you go down a step. To reiterate, this only applies to the specific request you are making of them right now (including tiny variations of this, no cheating by asking for 200 gold, then asking for 201 gold, then asking for 202 until you get lucky). If you need to convince your friend to make a really risky investment in your caravan and you accidentally imply that their wife is hideous, their business is doomed to failure, and their only hope of having any success is to just give their money to you and let you handle things, they might get angry and throw you out of their house but they will probably not permanently become your sworn enemy.
What attitude you're at with NPCs by default, how to permanently shift that attitude, what attitude is required for any given favor and how many favors are required to shift you from one attitude to another, etc. etc. are all completely MTP right now. I am open to suggestions. Diplomacy is an old bugbear and this is a game that actually revolves quite a bit around negotiations both on the merchant level and the international relations level at different points, so I am totally willing to stuff anything mechanically sound in here, though I am not super hopeful about getting results.
Poisons
A poison will usually cause a debuff to all skill checks, 10% DoT (just chop the last digit off of your HP total and that's the damage per round) until they make the save, or in one very rare case, instant death. At some point I will have a list of poisons which have separate DCs for properly identifying and concocting poisons. The only DC I have right now is that it's a DC 10 to safely apply poisons to a weapon and outside of combat you're expected to take 10 and succeed automatically. This normally takes a full round action, but you can do it as a standard action at DC 15, as a move at DC 20, and a swift at DC 25. You must declare what sort of action you're using before applying the poison, and if you fail the DC, the poison is successfully applied but you have accidentally poisoned yourself.
The majority of poisons are either fast-acting fatal poisons that deal damage over time each round until you make the save or slow-acting sickness-inducing poisons that cause a persistent debuff which can be saved against using Endurance once immediately, then again at the end of the day, and after that only on a weekly basis. A very rare poison immediately kills anyone who fails the save. I'm reconsidering whether this last one should exist. While the idea is very much that either one specific boss enemy or one specific party member will have a single dose, my fear is that if the enemy uses it then it will come off as anti-climactic and if the party gets their hands on it they'll never use it for fear of needing it more later.
Stealth
Stealth is rolled opposed to Perception in order to be hidden. It's a -10 penalty to hide from someone who already knows where you are, but it can happen. Someone does count as knowing where you are if you attack them, whether you hit or miss, but does not count as knowing where you are if you #1 break line of sight and #2 can move at least one square without re-entering line of sight. If someone is being flanked by at least two people neither of whom is you, they don't count as knowing where you are for purposes of stealth checks even if they have you in line of sight, although they can still attack you on their turn (unless you successfully hide).
Situational penalties exist and go all the way up to -10 (potentially on top of the penalty for someone knowing where you are already), which can render hiding from anyone but the blind near impossible, but it is still only near impossible and players are entitled to give it a shot even if the guards are staring right at them in a featureless, perfectly lit corridor.
Survival
Survival can be used to track people based on the terrain. It's a DC 10 check to track them through mud, sand, or snow, a DC 15 check to track them through grasslands or forests, a DC 20 check to track them through mountains, and a DC 25 check to track them through a river or a city. Someone who's trying to avoid being tracked can also roll Survival opposed to the person tracking them. If you're in hard-to-track terrain already, this does mean that going out of your way to hide your tracks will probably only make them more obvious. Whether you're relying on a static DC or rolling to set it, you take a -2 penalty for every four creatures in your party. Every size category larger than medium makes a creature count double, and every size category smaller makes them count half.
You can also use Survival to hunt, which decreases the food required by an amount I haven't determined because I am still working on the food consumption system, and to find shelter, which relies on a system for surviving harsh environments that I also haven't figured out yet.
Willpower
Willpower is used as a save against social and magical effects, and is also used by Warlocks to prevent them from being burnt up by their Backlash.