Skill Systems: How do I basket in hole?
Posted: Fri Oct 07, 2011 2:57 pm
Something that has been loitering in the back of my head for a while is the various skill systems. In my own design projects, I've been continuously looking at current paradigms and trying to copy them, but have been consistently left unsatisfied with the results.
For instance, in my last draft of Space Hooligans skill system, I went to emulate the D20 system; flat d20 roll + attribute + skill ranks versus set DCs or opposed rolls. Falling off the RNG wasn't going to be much of an issue since people could only get about six ranks and attributes worked a bit diff. Then I condensed skills together, where something like the Acrobatics skill covered Balancing and Tumbling, and then a couple of skill points could be set on fire to get a bigger bonus on a sub-skill, kinda like a specialization from the Shadowrun system.
The draft before that, I had skills work as special abilities. For example, every character could jump 5ft without sweating or 10ft with a running start (wow!). But if you want your hooligan to jump farther you use up a limited character option to choose an ability that allows them to jump better. And of course I had the idea to add Jet Boots to the equipment list. There was no chance of failure, unless you had some sort of adverse situation, such as faulty equipment, or an enemy shooting you.
I don't like either of those systems, and because of my abundant self-esteem I can't see the draw backs to either of them. Feedback?
For instance, in my last draft of Space Hooligans skill system, I went to emulate the D20 system; flat d20 roll + attribute + skill ranks versus set DCs or opposed rolls. Falling off the RNG wasn't going to be much of an issue since people could only get about six ranks and attributes worked a bit diff. Then I condensed skills together, where something like the Acrobatics skill covered Balancing and Tumbling, and then a couple of skill points could be set on fire to get a bigger bonus on a sub-skill, kinda like a specialization from the Shadowrun system.
The draft before that, I had skills work as special abilities. For example, every character could jump 5ft without sweating or 10ft with a running start (wow!). But if you want your hooligan to jump farther you use up a limited character option to choose an ability that allows them to jump better. And of course I had the idea to add Jet Boots to the equipment list. There was no chance of failure, unless you had some sort of adverse situation, such as faulty equipment, or an enemy shooting you.
I don't like either of those systems, and because of my abundant self-esteem I can't see the draw backs to either of them. Feedback?