Need Input: Attributes & Skills
Posted: Sun May 27, 2012 11:44 pm
Stop me if you've heard this one before: I'm working on a Fantasy Heartbreaker.
What I'm going for is a rules-lite, mythic high fantasy game in the vein of higher level D&D and Exalted. That is, a superhero game in a ren fair outfit.
The system is based primarily on a hybridization of concepts from Cortex+ and Savage Worlds. The goal is to make the game largely descriptive, with just enough tactical meat to ensure that the GM doesn't have to pull EVERYTHING out of his ass.
More specifically the roll and keep dice pool resolution of Cortex+, along with the world building rules, static target numbers and modifiers of SW.
TASK RESOLUTION
The basic concept is that characters are defined by 4 primary categories of traits: Attributes (your inborn qualities), Skills (stuff you learn to do), Distinctions (stuff that is absolutely unique to each character; player defined qualities) and Talents (special FX like spells, powers, etc.). Each of these traits is rated by die step...that is from d4 - d12.
Task resolution is based around characters taking one die from each category to construct their dice pool. They roll the pool and choose the two highest dice and add those two together, comparing the result against a target value to determine success/failure.
The part where I'm stuck is on defining Attributes and Skills.
ATTRIBUTES
As for Attributes, I'm debating between a list of 3 (Prowess, Cunning, Will) or 4 (Might, Grace, Cunning, Will).
Prowess, Cunning and Will (essentially Body, Mind and Spirit) are lighter and more agile than the other 4. Also, these three qualities each map to vital derived stats, so none are really a dump stat.
Might, Grace, Cunning and Will are more comprehensive and concisely defined than the other list. This manages to differentiate between Strength and Finesse. Also, 4 attributes is still pretty light.
SKILLS
Here, I am debating between a short list of 8 and an even shorter list of 5.
The 8 skills consist of:
Combat (Fighting, weapons, tactics, siegecraft, etc.)
Magic (Channeling, sensing, manipulating, analyzing metaphysical forces)
Athletics (Acrobatics, running, jumping, climbing, etc.)
Artifice (Crafting, art, alchemy, engineering, etc.)
Diplomacy (Law, etiquette, politics, heraldry, mercantile, etc.)
Lore (History, legends, mathematics, ancient languages etc.)
Subterfuge (Deception, larceny, stealth, sabotage, underworld, etc.)
Wilderness (Survival, pathfinding, hunting, foraging, animals, herbalism, etc.)
This list, while not comprehensive, has most of the major areas covered and is each skill is well defined and differentiated. The problem is that this game is very explicitly about punching Yog Sothoth in the dick and not about sewing the princess' wedding dress, so some skills are clearly more valuable than the others.
The shorter list:
Combat (fighty punch stab)
Magic (finger wigglin' strategerie)
Exploration (climbing, sneaking, lockpicking, etc.)
Social (talky stuff, also law, etiquette, bartering, so forth)
Lore (Knowing or learning stuff about stuff)
Is based more on ROLES than individual skills. They are more nebulous and lack differentiation, however each does one pretty clear thing.
Distinctions, those qualities that are defined by players, can help further define skills. A character with the "Dwarfish Dungeon Commando" distinction is better at certain things falling under the purview of say exploration, or subterfuge than a character with the "Grizzled Sailor" distinction or the "International Art Thief" distinction.
The 5 skill system lends more value to the player defined qualities than the 8 skill system, I feel.
Anyway...I'm looking for input on what to do so I can move forward. I have most of the game committed to writing, but I have yet to hammer down exactly what I want to do with these particular elements.
Any input here would be welcome.
What I'm going for is a rules-lite, mythic high fantasy game in the vein of higher level D&D and Exalted. That is, a superhero game in a ren fair outfit.
The system is based primarily on a hybridization of concepts from Cortex+ and Savage Worlds. The goal is to make the game largely descriptive, with just enough tactical meat to ensure that the GM doesn't have to pull EVERYTHING out of his ass.
More specifically the roll and keep dice pool resolution of Cortex+, along with the world building rules, static target numbers and modifiers of SW.
TASK RESOLUTION
The basic concept is that characters are defined by 4 primary categories of traits: Attributes (your inborn qualities), Skills (stuff you learn to do), Distinctions (stuff that is absolutely unique to each character; player defined qualities) and Talents (special FX like spells, powers, etc.). Each of these traits is rated by die step...that is from d4 - d12.
Task resolution is based around characters taking one die from each category to construct their dice pool. They roll the pool and choose the two highest dice and add those two together, comparing the result against a target value to determine success/failure.
The part where I'm stuck is on defining Attributes and Skills.
ATTRIBUTES
As for Attributes, I'm debating between a list of 3 (Prowess, Cunning, Will) or 4 (Might, Grace, Cunning, Will).
Prowess, Cunning and Will (essentially Body, Mind and Spirit) are lighter and more agile than the other 4. Also, these three qualities each map to vital derived stats, so none are really a dump stat.
Might, Grace, Cunning and Will are more comprehensive and concisely defined than the other list. This manages to differentiate between Strength and Finesse. Also, 4 attributes is still pretty light.
SKILLS
Here, I am debating between a short list of 8 and an even shorter list of 5.
The 8 skills consist of:
Combat (Fighting, weapons, tactics, siegecraft, etc.)
Magic (Channeling, sensing, manipulating, analyzing metaphysical forces)
Athletics (Acrobatics, running, jumping, climbing, etc.)
Artifice (Crafting, art, alchemy, engineering, etc.)
Diplomacy (Law, etiquette, politics, heraldry, mercantile, etc.)
Lore (History, legends, mathematics, ancient languages etc.)
Subterfuge (Deception, larceny, stealth, sabotage, underworld, etc.)
Wilderness (Survival, pathfinding, hunting, foraging, animals, herbalism, etc.)
This list, while not comprehensive, has most of the major areas covered and is each skill is well defined and differentiated. The problem is that this game is very explicitly about punching Yog Sothoth in the dick and not about sewing the princess' wedding dress, so some skills are clearly more valuable than the others.
The shorter list:
Combat (fighty punch stab)
Magic (finger wigglin' strategerie)
Exploration (climbing, sneaking, lockpicking, etc.)
Social (talky stuff, also law, etiquette, bartering, so forth)
Lore (Knowing or learning stuff about stuff)
Is based more on ROLES than individual skills. They are more nebulous and lack differentiation, however each does one pretty clear thing.
Distinctions, those qualities that are defined by players, can help further define skills. A character with the "Dwarfish Dungeon Commando" distinction is better at certain things falling under the purview of say exploration, or subterfuge than a character with the "Grizzled Sailor" distinction or the "International Art Thief" distinction.
The 5 skill system lends more value to the player defined qualities than the 8 skill system, I feel.
Anyway...I'm looking for input on what to do so I can move forward. I have most of the game committed to writing, but I have yet to hammer down exactly what I want to do with these particular elements.
Any input here would be welcome.