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Skill and Talent Based Rules System: SKILLS

Started by Drizztrocks, September 25, 2009, 06:16:03 PM

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Drizztrocks

As the name suggests, this is where I will be working on skills for the system. Please help me with ideas and critique everything. Below is how I am planning skills will work.

 Choosing your Skills-When you first create a character, you will be able to choose six skills. Some talents allows you to choose  free skills. These do not take away from your six skill picks. Choose your skills to determine what your character will be like. For an example of what these skills should be, look to your Talent. If you are an Expert, then choose skills that allow you to pick locks, figure out puzzles and search for traps.

 Leveling your Skills-You can gain experience by completing tasks succesfully, and doing heroic or creative things. You can do two things with this experience: buy Abilities, based on your Talent, or upgrade your skills.
   Every 20 experience points is worth 1 skill point. You can use a skill points to level up your skills. When you first create your character you have nine skill points to divide between your skills. Leveling up a skill does something different for every skill, read the skill's description to find out what this effect is. It is usually a bonus to whatever the skill specializes in.
   You can also spend two skill points to choose a new skill.


  These are the two basic mechanics for choosing and leveling skills. Below is how skills work.


 Skill
Sub-skill
Sub-skill
Sub-skill
Description:


 What you see here is what a skill looks like. It is one base skill (such as Athletics) and a certain number of sub-skills (swimming, running, jumping and climbing). When adding skill points, you can either assign the points to the Skill (giving you a +1 to all the sub-skills) or specialize in one sub-skill (giving you a +2 bonus to that one sub-skill).
The description tells what the skill does, and what leveling it up does. For skills like Athletics, it simply gives you a bonus like a +3 to swimming checks.

  Next time i'll start brainstorming ideas for skills...remember critique and comment!

   

Drizztrocks

Okay so i'm brainstorming skill ideas, and possible sub-skills for them. Feel free to give ideas for skills.


Athletics (jumping, swimming, running, climbing)
Acrobatics (jumping, tumbling, rolling, balancing)
Blacksmithing (creating blades, creating blunt, creating armor, creating other metal things)
Lore (anything you can think of)
Trapsmith (finding traps, disabling traps, setting traps)
Alchemy (potion making, herblore, potion indentifying, salve creating, salve indentifying)
Machinecraft (machine creating, machine identifying, machine managing)
Stealth (sneaking, disguise, persuade)
Perform (dance, sing, intruments, storytelling)
Survival (hunting, foraging, setting traps, firestarting, shelterbuilding, weather sense)
Locksmith (picking locks, setting locks)
Crafting (cooking, woodworking, stonemasonry)
Speechcraft (persuade, barter, lying, riddles)
Farming (harvesting crops, gardening, indentifying good)
Natural Empathy (training animals, calming animals, pushing animals)
Ride (ride animal, calm animal, saddlemaking)
Drive (drive vehicle, fix vehicle, manage vehicle)

   So thats all I can think of in terms of normal skills for now...below are weapon and armor skills.

             Weapon Skills
    To be able to use a weapon, you must first put one rank in it. After that, every five ranks you get a +1 bonus on either damage rolls or attack rolls. Some weapons, like clubs, you can automatically use.

Sword
Dagger (at level five you are able to use throwing daggers)
Mace
Axe
Bow
Crossbow (at level ten you can fire two shots per attack)
Gun (at level ten reloading is no longer a standard action it is a minor action)
Spear
Duel Wield (must be chosen along with one weapon skill, but costs as much as an extra skill)
Jujitsu

    Armor Skills
  You do not continue to put levels in Armor skills. To be able to be proficient with armor, you just put one skill rank in it and you can use the armor to its full extent. You cannot put more then one level in an armor skill.

Chainmail
Scalemail
Leather
Plate
Sheild

   Obviously this isn't everything, please give more ideas about weapons and armor.

Llum

Well, you have Jumping twice, under Athletics and Acrobatics. I'd leave it under Acrobatics.

What is machine managing? Using machines?

Have you considered sub-sub-skills?

Drizztrocks

Well I decided jumping should go under both, since both an athletic and an acrobatic person would be skilled at jumping. I'm going to do the same thing with trapmaking, and put it under Survival and the Trapsmith skill.

  As for mchine managing, i'm not sure yet. I want it to be a system for a medeval setting, but I want some things like minor steam power and clockwork machines and stuff.

 And what do you mean by sub-sub-skills?

Drizztrocks

Okay, I updated some of it. Notice: I put descriptions of the gains of putting ranks in Weapon Skills and Armor Skills.