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Skill mechanics

Started by Superfluous Crow, July 06, 2007, 02:58:22 PM

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Superfluous Crow

I'm running out of time here, so i'll make this a quick question, and then i'll elaborate after i get some answers. :D
I haven't tried that many systems, and i was kinda wondering how many different skill mechanics there are and how they work, and i would also like to know which system you prefer.
I only know of the DC system from d20 and the percentage system from WFRP.
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

So-Keher

I have not used any other systems myself, although I did read about one. It didn't have any set skills like in d20 systems but rather, players listed what their characters were good at (essentially their skills). Then, the DM could add "situation modifiers" depending (either +1/-1, if they are bad at it) when trying to perform tasks.

Here's a link.
My Setting:
Tiabela - Linky!

Raven Bloodmoon

I don't know all the systems either, but I am slowly growing to like the GRUPS system, though I want to convert the idea so it meshes better with a d20 system.

The way it works is that each skill has a score.  You buy points at an increasing cost dependant on the skill's difficulty.  When you make a skill check, you roll 3d6 and the DM applies any penalties or bonuses.  If the result, after modifications, is lower than your skill level, you succeed.  17 and 18 are always critical failure and 3 and 4 are critical successes.  Essentially, the statistical outliers are critical failures/successes, and the majority of rolls produce a 10 or 11.

I like the way you buy points at an increasingly more expensive rate to demonstrate that it takes mor effort to improve as your overal skill level increases.  That and there are literally fifteen bazillion skills.  Not the 30ish WotC gives you.
This technique of roleplaying has been passed down the Bloodmoon line for generations!

`\ o _,
....)
.< .\.

So-Keher

I find with the more number of skills you are presented with, the looser the skills system has to be to accept that many variations, and it would be extremely hard ot match skills with other gaming aspects like combat. For example, Bluff and feints. The d20 system is very finely tuned in this area and I think any radical new skills system would have to be accompanied by an entirely new rules set.
My Setting:
Tiabela - Linky!

LordVreeg

All I play is a skill based system.

No classes.  We keep experience and levels in every skill.  So you get better at things you do.
Skills also have sub skills (skill trees).

As I said at one point in my Homebrew, 'Why does killing things make me a better thief'.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Matt Larkin (author)

I'm fond of success based systems.  Basic idea, you have a pool of several dice (usually either d6s or d10s) and each one that hits a high enough target number (usually the 50% mark) is a success.
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

So-Keher

Here, check out this website, I'm using the simplest one they have for my setting (skills will not be as important as usual I think). They are from Unearthed Arcana I believe. Hope that helps!
My Setting:
Tiabela - Linky!

LordVreeg

I'm not writing this again.  However, I will paste this slapdash and quickly done outline from my very confusing and diffuse homebrew thread.


Game system.
Celtricia is played with a system we call Guildschool, a skill based system without traditional classes.  Instead, the charactes aer affiliated with different guilds that have better, or in most cases, worse experience modifiers in each skill.  So everytime a character uses a skill, the experience goes directly into that skill.  Attribues affect experience modifiers as well.
[spoiler=skill list]
type   Skill Name   bxp   att mods   base   pleve   Commonality   above   below
Acting   Basic Actor   0.7   in-9-.01/ch9-.015   10   1-6   1      Imitate, Project voice, pretend, Stagecraft, Play knowledge
Acting   imitate   0.55   IN11-.01/CH13-.01   3   2-9   2   BASic actor   
Acting   project voice   0.3   HE13-.015/CH12-.01   0   2-10   2   Basic acting   
Acting   Stagecraft   0.6   IN11-.011/CD8-.006   5   2-8   2   Basci acting   
Alchemic   Basic Chemistry   0.5   IN12-.03/WI12-.005   1   1-4   1      Poison ID, Potion ID, Acid Id
Alchemic   Acid ID   0.55   IN11-.02/WI11-.01   2   2-9   2   Basic Chemistry   Create Acid, Acid Mastery
Alchemic   Poison ID   0.6   IN12-.02/WI13-.03   5   2-12   2   Basic Chemistry   Poison immunity, Poison Creation
Alchemic   Potion ID   0.5   IN10-.02/WI10-.003   2   2-9   2   Basic Chemistry   Potion Creation, Potion Intensification.
Alchemic   Acid Mastery   0.2   IN14-.01/WI14-.015   0   3-9   3   Acid Id   
Alchemic   Create Acid   0.3   IN13-.02/WI10-,01/CD10-.008   0   1-8   3   Acid ID   
Alchemic   Poison Creation   0.33   IN12-.04/WI12-.02   5   2-11   3   Poison ID   
Alchemic   Poison Immunity   0.25   HE12-.03   3   2-8   3   Poison ID   Neutralize Poison
Alchemic   Potion Creation   0.15   IN14-.05/13-.01/CD10-.001   0   1-6   3   Potion ID   
Alchemic   Potion Intensification   0.2   WI12-.02   2   3-8   3   Potion ID   
Alchemic   Neutralize Poison   0.15   HE14-.021   0   2-11   4   Poison creation   
Art   Basic Artist   0.7   In 10-.03/WI 8-.01   10   1-4   1      Drawing, Colors,  sculpting,art Knowledge
Art   Art Knolwdge   0.35   WI14-.02   0   2-7   2   Basic Artist   Great Painters
Art   Colors   0.5   WI 13-.03/   3   2-7   2   Basic Artist   Painting, weaving,
Art   Drawing   0.5   IN 12-.02/CD 13-.03   3   2-7   2   Basic Artist   
Art   Sculpture   0.5   WI10-.01/CD 11-.01   3   2-7   2   Basic Artist   Modeling,large scale,
Art   Painting   0.3   WI13-.02/CD 13-.02   4   3-12   3   Colors   Portrait, landscape,
Artisan   Basic  Agriculture   0.7   WI10-.025   10   1-6   1      Ag. Knowledge, Farming, Crop Kolwdge
Artisan   Basic Appraisal   0.4   IN12-.02/WI10-.005   5   1-6   1      Art app, Gem app, Weap apprais, magic apprais
Artisan   Basic Beurocrat   0.5   IN10-.011/CH12-.009   5   2-5   1      delegate, organize
Artisan   Basic cooking   0.9   WI12-.011   10   1-6   1      Mass cooking, Create recipe, Camp cooking, chef
Artisan   Basic Horseman   0.6   ST 5-.002/CD7-.01   5   2-7   1      Trick rider, Combat Rider, Dressage
Artisan   Basic Hospitality   0.9   WI6-.009/CH10-.01   5   2-7   1      Bartender, lodger, crowd control
Artisan   Basic Law   0.7   IN11-.01/WI109-.003   2   1-6   1      Politician, Sheriff
Artisan   Basic merchant   0.6   IN12-.02/CH10-.008   5   2-5   1      Haggling, Pricing, Barter
Artisan   Basic Teacher   0.6   WI11-.013/CH9-.011   5   2-5   1      Teach spell, teach combat, teach esoteric
Artisan   Basic Woodwork   0.5   IN9-.011/CD10-.01   5   1-5   1      Furniture, Wood Knowledge, woodCarving, woodBuiding
Artisan   Bowyer   0.6   St11-.015/WI10-.003   15   1-6   1      
Artisan   Butcher   0.6   ST9-.005/IN10-.01/WI10-.008   5   2-7   1      
Artisan   Chandeler   1.1   WI9-.004/CD10-.009   5   2-8   1      Torchier
Artisan   Distiller   0.8   WI10-.011   10   1-6   1      Vintner, Brewer,
Artisan   Gemsmih   0.55   Wi10-.03/CD11-.011   5   2-8   1      Jeweler
Artisan   Guild Lore   0.45   IN11-.01/WI12-.012   10   2-5   1      Guild secrets (a given skill)
Artisan   Metalsmith   1.1   st12-.004/in12-.009/cd12-.005   5   2-5   1      armorer, blacksmith,preciouswork,
Artisan   Penmanship   0.7   CD13-.02   5   2-7   1      calligraphy, Cartography
Artisan   Public Speaking   0.6   CH14-.03/AP11-.02   5   2-11   1      
Artisan   Weaver   0.8   WI10-.03/CD9-.04   5   1-6   1      Rug Weaver
Artisan   Agriculture KN.   0.67   WI9-.01   5   2-8   2   Basic ag   
Artisan   Art Appraisal   0.45   WI13-.017   0   2-11   2   Basic Appriase   
Artisan   Blacksmith   0.45   ST13-.017, Cd10-.004   5   2-11   2   Metalsmith   Mass productio-metals
Artisan   calligraphy   0.55   WI10-.01/CD14-.01   0   2-9   2   Penmanship   
Artisan   Camp Cooking   0.6   WI9-.009   5   2-11   2   Basic Cooking   
Artisan   Chef   0.4   WI12-.011/ IN9-.006   5   2-12   2   Basic Cooking   
Artisan   create recipe   0.28   IN10-.01/WI14-.021   1   2-9   2   Basic Cooking   
Artisan   Gm Appraisal   0.4   WI12-.01   0   2-9   2   Basic Appriase   
Artisan   Guild secrets   0.4   WI13-.017   5   3-12   2   Guld Lore   
Artisan   Haggling   0.45   IN13-.015/CH14-.01   2   2-12   2   Basic Merchant   
Artisan   Mass cooking   0.5   IN8-.009/ch9-.01   5   2-9   2   Basic cooking   Banquet
Artisan   Sherrif   0.7   WI11-.014   5   3-9   2   Basic Law   
Artisan   Teach Spell   0.4   IN9-.005/WI15-.015   2   2-8   2   BASic Teacher   
Artisan   Vintner   0.5   WI12-.014   0   2-8   2   Distiller   
Artisan   Woodbuilding   0.4   In11-.01/WI10-.01   0   2-10   2   Basicwoodwork   Groupwoodproject
Artisan   woodcarving   0.7   WI9-.009/CD13-.01   0   2-7   2   Basic Woodwork   Music Inst. Carving
Artisan   Music Inst. Carving   0.3   WI13-.012/CD14-.01   0   2-9   3   Woodcarving   
combat   basic axe   0.2   ST12-.023/C4-.003   0   1-4   1      multi, dam bon, att vs, init bonus,critbonus, singleweap special
combat   basic blunt weapons   0.2   ST13-.025/CD10-.004   0   1-4   1      multi, dam bon, att vs, init bonus,critbonus, singleweap special
combat   basic bows   0.2   ST7-.003/CD14-.025   0   1-4   1      multi, dam bon, att vs, init bonus,critbonus, singleweap special, sniper
combat   Basic Crossbow   0.2   ST13-005/CD12-.011   0   1-4   1      quicknock, damagebonus
combat   basic curved swords   0.2   ST9-.019/CD11-.011   0   1-4   1      multi, dam bon, att vs, init bonus,critbonus, singleweap special
combat   basic dagger   0.2   ST6-.011/CD13-.015   0   1-4   1      multi, dam bon, att vs, init bonus,critbonus, singleweap special
combat   Basic Defense   0.3   CD13-.012   0   1-4   1      Avoidance, Protection, shield use
combat   basic dress swords   0.2   ST9-.012/CD12-.018   0   1-4   1      multi, dam bon, att vs, init bonus,critbonus, singleweap special
combat   basic martial   0.15   ST15-.017/WI10-.002/CD13-.02   0   2-5   1      multi, dam bon, att vs, init bonus,critbonus, singleweap special
combat   basic pole weapons   0.2   ST13-.022/CD8-.009   0   1-4   1      multi, dam bon, att vs, init bonus,critbonus, singleweap special
combat   basic spears   0.2   ST10-.018/CD10-.006   0   1-4   1      multi, dam bon, att vs, init bonus,critbonus, singleweap special
combat   basic straight swords   0.2   ST13-.017/CD10-.013   0   1-4   1      multi, dam bon, att vs, init bonus,critbonus, singleweap special
combat   Charge   0.3   ST15-.015/CD11-.005   5   2-7   1      Batter
combat   Hit Points   0.1   ST10-.01/HE10-.03   3   2-5   1      
combat   Attack versus   0.4   ST15-.007/WI13-.002/CD13-.005   5   3-8   2   basic weap   Autohit
combat   Avoidance   0.35   CD13-.03   0   2-7   2   Basic defense   catch/deflect missle, blind fighting/dodge
combat   Critical Hit Bonus   0.15   CD14-.012   0   2-7   2   basic weap   Slay
combat   Damage Bonus   0.25   ST15-.03/CD12-.005   5   2-8   2   basic weap   Call Damage, Stunning attack
combat   Initiative bonus   0.5   WI12-.01/CD13-.04   10   2-8   2   basic weap   Quickdraw
combat   Multiple attack   0.3   ST10-.001/CD13-.025   -1   1-10   2   basic weap   Frenzy, Swarm,
combat   Protection   0.3   CST14-.04/CD11-.04   0   2-7   2   Basic defense   Parry/
combat   quicknock   0.4   ST14-.012/CD11-.012   2   2-7   2   Basic Crossbow   
combat   Shield Use   0.25   ST14-.02/CD10-.003   0   2-11   2   Basic defense   Shield rush
combat   Single weap spec   0.2   ST12-0.015/CD12-.015   0   2-9   2   Basic weap   
combat   Sniper   0.4   CD14.-.04   3   2-7   2   Basic Bow   
combat   Autohit   0.25   ST14-.022/WI9-.002/CD14-.01   0   1-4   3   Attack Versus   
combat   Blind Fighting   0.2   IN10-.002/WI15-.01/CD14-.015   2   2-5   3   Avoidance   
combat   Call Damage   0.3   ST12-.01/WI12-.03   3   2-7   3   Damage Bonus   
combat   Catch/deflect missle   0.35   IN10-.001/CD13-.03   -3   2-9   3   Avoidance   
combat   Dodge   0.25   CD13-.02   0   2-12   3   Avoidance   
combat   Frenzy   0.2   WI12-.005/CD15-.05   0   2-8   3   Multple attack   
combat   Parry   0.3   ST13-.01/CD13-.005   0   1-6   3   Protection   
combat   Quickdraw   0.5   CD13-.02   5   4-12   3   Initiative Bonus   
combat   Shield Rush   0.25   ST12-.01/    5   2-9   3   Shield Use   
combat   Slay   0.1   Wi13-.005/CD16-.01   0   2-11   3   Crit bonus   
combat   Stunning Attack   0.4   CD10-.007   5   1-10   3   Damage Bonus   
combat   Swarm   0.3   CD13-.05   0   3-8   3   Multple attack   
Curative   Basic First Aid   0.8   WI13-.05   5   2-11   1      Basic Cure/bind wounds, Anatomy, midwife
Curative   Basic Cure/Bind Wounds   0.6   WI13-.05   0   1-4   2   Basic First Aid   Cure Disease, Lay on hands, Strengthen, cure poison
Curative   Midwifery   0.7   WI11-.013    5   2-9   2   Basic First Aid   
Curative   Cure Disease   0.4   WI13-.025   2   2-7   3   Basic Cure   contagion/anticontagion
Curative   Lay On Hands   0.2   WI14-.01/CH12-.01   0   1-6   3   Basic Cure   
Curative   Strengthen   0.2   WI 10-.015/HE 12-.03   0   1-4   3   Basic Cure   
Curative   Contagion/Anti   0.25   WI12-.016/CH13-.01   0   2-12   4   Cure Disease   
Dance   Basic Dance   0.4   CD15-.021/HE10-.004   5   1-6   1      Courtly Dance, Dance Knowledge,Mysteriarch slide, Kensai sword dance, Country dance
Dance   Courtly Dance   0.5   IN9-.004/CD11-.01/AP12-.005   2   2-11   2   Basic Dance   Marriage Dance
Dance   Kensai sword dance   0.45   WI9-.005/CD14-.021   0   2-8   2   Basic dance   
Dance   Mysteriarch Slide   0.25   CD14-.02   0   2-9   3   Basic dance   
Detect   Basic Detect   0.65   IN12-.06/WI10-.02   3   1-3   1      detect hidden, detect skill, detect slope/direct/det ill intent
Detect   Detecrt scent   0.4   WI9-.01   5   2-7   1      Scent recognition/Falsify scent
Detect   detect Noise   0.05   wi-13-.01   10   1-6   1      ID noise
Detect   Visual detect   0.5   HE11-.01   0   2-5   1      Longsight/darksight
Detect   Darksight   0.3   HE9-.011   0   2-8   2   Basic visual det   
Detect   Detect Hidden   0.55   IN14-.05/13-.01/CD10-.001   3   2-7   2   Basic Detect   Detect Illusion/Invis
Detect   Detect ill intent   0.25   WI12-.006/CH14-.01   0   2-7   2   Basic detect   detect lie
Detect   Detect Skill   0.3   WI14-.06   0   1-6   2   Basic Detect   
Detect   Detect Slope/Direction   0.8   Wi9-.02   5   2-9   2   Basic Detect   
Detect   Falsify scent   0.45   IN11-.018   0   2-12   2   Basic Scent   
Detect   Scent recognition   0.35   IN10-.005/WI11-.015   5   2-9   2   Basic Scent   
Detect   Detect Illusiion.Invis   0.38   IN15-.02/WI12-.02   1   1-6   3   Detect Hidden   
Detect   Detect Lie   0.25   IN11-.005/WI14-.025   0   2-11   3   Detect ill Intent   
Engineer   Basic Hand skills   0.5   CD-14.015   5   1-4   1      Open Lock, Filch Item, Escap Bonds, sleight of hand
Engineer   Basic Trap   0.45   IN12-.01/CD13-.02   5   2-5   1      Find Trap, Set Trap, Remove Trap
Engineer   Engineer   0.7   IN13-.016/WI10-.009   10   1-6   1      Architecht, Miner, mason, Mechanic, surveyer
Engineer   Architecht   0.6   IN14-.019   5   2-9   2   Basic Engineer   
Engineer   Find Trap   0.45   IN14-.03/W!10-.003/CD12.004   5   2-7   2   Basic Trap   
Engineer   Mechanic   0.6   IN14-.022/CD12-.003   5   2-12   2   Engineer   Enliven
Engineer   Miner   0.5   IN13-.006/WI13-.011   5   2-12   2   Engineer   Detection of ores/stones, passswall
Engineer   Open Locks   0.5   IN13-.018/CD15-.03   5   2-9   2   Basic Hand   
Engineer   Remove trap   0.37   IN13-.02/CD13-.025   0   2-9   2   Basic Trap   Avoid trap
Engineer   Set trap   0.5   IN14-.03/CD15-.015   15   4-10   2   Basic Trap   Build trap
Engineer   Sleight of hand   0.4   IN10-01/CD13-.013/   5   2-8   2   Basic hand Skills   
Engineer   Avoid Trap   0.2   IN14-.011/CD16-.014   0   2-11   3   Remove trap   
Engineer   Enliven   0.2   WI16-.03/CH13-.01   -5   2-7   3   Mechanic   
Langage   Anarch   0.7   In12-.01/WI12-.011   0   2-7   1      Jubilexian, Grazztian, Venolvian
Langage   Hobyt   0.6   IN12-.015/   10   2-9   1      Brightish
Langage   Klaxik   0.5   IN13-.011   10   2-9   1      Underearth, Red Hobbit, Gastax
Langage   Magetongue   0.5   IN12-.02   5   2-7   1      
Langage   Odop   0.6   In12-01/Wi12-.011   2   1-6   1      Neblerian, Hendac, Modron, Devilkin, harnic
Langage   Omwo~   0.5   IN11-.02   10   1-10   1      Marcher, Silverwood, XI~U Omwo~, Delvan
Langage   Sauroid   0.2   IN15-.013   5   1-6   1      
Langage   Vox (Southern Common)   0.6   In11-.01   10   2-11   1      Ambrellian, Omnian
Langage   Westic (north common)   0.7   IN10-.01   15   2-12   1      Horse trader, Violic, Orcash
Langage   Harnic   0.55   INt12-.01   5   2-7   2   Odop   Arcanic
Langage   Marcher (grey March)   0.6   In11-.012   5   2-9   2   Westic   Suprosian
Langage   Omnian   0.4   IN12-.011   5   2-9   2   Vox   
Langage   Orcash   0.7   WI6-.012   5   2-11   2   Westic   Red Pass orcash, Zjymanese
Langage   Silverwood   0.5   IN10-.01/WI5-.005   5   2-11   2   Omwo~   
Langage   Venolvian (coom)   0.4   IN9-.003/WI13-.015   2   2-9   2   Anarch   Ancient Venolvian,
Langage   Suprosian   0.67   IN15-.016   0   3-12   3   Marcher   
Mind   Affect others   0.15   IN15-.01/CH14-.01   0   1-4   1      Confuse, distract, Attract
Mind   Basic meditate   0.38   WI12-.03/HE14-.01   2   1-6   1      Mind over body, Resist, Detect Illusion
Mind   Attract   0.2   IN12-.005/CH12-.02   0   2-9   2   Basic Meditate   Charm
Mind   Confuse   0.15   WI12-.003/CH14-.015   0   2-7   2   Affect others   Hypnotize
Mind   Distract   0.2   CH12-.021   0   2-7   2   Affect others   
Mind   Mind Over Body   0.4   IN12-.003/WI15-.04/HE15-.015   0   2-8   2   Basic Meditate   Aspect, Body  Composition
Mind   Resist   0.2   IN10->003/WI13-.01/HE14-.01   0   2-7   2   Basic Meditate   Resist Poison, Resist Control,Resist Magic,
Mind   Body Composition   0.25   IN10-.006/WI15-0.2   0   2-11   3   Mind Over Body   
Mind   Charm   0.1   IN15-.005/CH15-.01   -5   2-12   3   Attract   
Mind   Resist Magic   0.15   IN13-.015/WI12-.01   0   1-10   3   Resist   
Movement   Basic Move   0.4   CD13-.02   5   2-5   1      Speed Move, Armored Move, Pursure, Free Move, reduce weight
Movement   Amored Move   0.35   ST12-.02/CD12-.02   0   2-11   2   Basic Move   Ignore Encumberance
Movement   FreeMove   0.3   WI14-.02/CD10-.01   0   1-10   2   Basic Movement   
Movement   reduce weight   0.6   WI14-.02   0   2-7   2   Basic Move   
Movement   Speed Move   0.35   CD13-.3   0   1-8   2   Basic Move   Perform Thief act,
Movement   Ignore encumbrance   0.4   WI10-.01/HE10-.011   5   16-Feb   3   Armored move   
Music   Basic Song   0.4   IN13-.02/CH12-.02   5   1-4   1      Song, Wind I, String I, Percus I, Write music, Bard
Music   Bard   0.25   CH14-.02   0   2-7   2   Basic Song   Battlebard,  Arcanic Bard, VestedBard, hum, Natures Bard,skill bard
Music   Write music   0.4   IN9-.005/WI13-.02   2   2-8   2   Basic song   Create epic, Satirize,
Music   ArcanicBard   0.25   IN14-.01/WI14-.01/CH14-.03   0   2-9   3   Bard   
Music   Battlebard   0.3   WI9-.008/CH13-.03   0   2-9   3   Bard   
Music   Nature's Bard   0.37   Wi9-.02/HE11-.005   2   2-11   3   Bard   
Music   Vestedbard   0.25   WI14-.02/CH14-.01   0   2-9   3   Bard   
outdoor   basic nature   0.4   wi10-.005/CH10-.01   2   1-4   1      An charm, An Train, Fauna,animal empathy
outdoor   Basic Outdoor   0.7   WI13-.01    5   1-3   1      Track, Wilderness forage, votanist
outdoor   AnimalEmpathy   0.43   WI13-.016/CH10-.02   5   2-8   2   Basic Outdoor   
outdoor   Botanist   0.5   IN12-.005/WI14-.02   2   1-6   2   Basic Outdoor   Plant Lore/Plant ID
outdoor   Tracking   0.6   IN12-.02/WI10-.01   5   1-10   2   Basic Outdoor   Mind Track, Instill Dread
outdoor   Instill Dread   0.25   IN12-.01/WI12-.006/CH12-.02   3   2-11   3   Tracking   
outdoor   Mind track   0.4   WI14-.03   3   2-7   3   Tracking   detect tracker
outdoor   Plant Lore   0.3   WI14-.02/CH12-.009   0   2-8   3   Botanist   
outdoor   Detect tracker   0.3   WI15-.018   0   2-9   4   Mind Track   
Priest   Basic Priest   0.3   WI2-.01   0   1-4   1      Conversion, Det Godly Align, Det Undead, Aff Undead, ceremony
Priest   Affect Undead   0.35   WI13-.04/CH13-.03   0   2-9   2   Basic Priest   Create Undead
Priest   Ceremony   0.55   WI12-.001/CH14-.02   0   2-9   2   Basic Priest   Sanctify/corrupt
Priest   Conversion   0.3   WI13-.02/CH12-.025   0   3-8   2   Basic Priest   Mass Conversion, resist conversion
Priest   Detect Undead   0.7   WI10-.025   5   2-12   2   Basic Priest   
Priest   Corruption   0.25   WI12-.02/CH11-.01   0   2-12   3   Ceremony   
Priest   Create Undead   0.03   WI13-.008/CH12-.01   2   2-9   3   Affect Unead   
Priest   Mass Conversion   0.15   WI14-.008/CH15-.01   0   2-11   3   Conversion   
Priest   Resist Conversion   0.35   WI14-.02   0   2-12   3   Converstion   
Priest   Sanctify   0.2   WI15-.025   0   2-13   3   Ceremony   
Scholar   Basic Math   0.8   IN10-.01/WI12-.003   5   1-4   1      Astronomer, Higher math, Statistician, architecht
Scholar   Basic Scholar   0.2   IN-13-.02/WI10-.002   0   1-3   1      Read Language, Historical Knowledge, read write
Scholar   Astronomy   0.4   IN10-.016   5   2-9   2   Basic Math   Navigation, Celestial Magnification, Divination
Scholar   Hstorical knowledge   0.45   In13-.01, WI13-.01   5   2-7   2   Basic scolar   Legend/Lore
Scholar   Read/write   0.7   IN11-.01/WI13-.01   2   2-8   2   Basic scholar   Literature, critical Analysis
Scholar   Legend/Lore   0.19   IN15-.02/WI14.003   0   7-Feb   3   Historical Knowledge   
Scholar   Literature   0.5   IN12-.025   5   2-11   3   Read/write   
Social   Basic Carnal   0.7   ST10-.02/WI12-.003/CH12-.015   5   2-5   1      Seduction.control
Social   Basic Leader   0.6   WI13-01/CH12-.03   0   2-5   1      Organize, exhort
Social   Basic social   0.7   WI10-.004/CH11-.02/AP13-.001   5   2-5   1      Social Dynamic, Friendship, Contact, Barrister
Social   Courtly Manners   0.6   WI10-.006/CH13-.02   0   1-4   1      Gesture, Message,
Social   Social Dynamic   0.3   IN13-.02   0   2-9   1   Basic Social   
Social   Barrister   0.5   IN13-.009/WI13-.1   5   7-Feb   2   Basic Social   International law/
Social   Contact   0.6   WI13-.01/CH 12-.04   5   2-8   2   Basic Social   Avoid Contact, Find
Social   Exhort   0.4   CH13-.025   0   2-11   2   Basic Leader   Fight to oblivion
Social   Friendship   0.4   WI10-.005/CH12-.02   3   2-11   2   Basic social   bonding
Social   Organize   0.5   IN8-.009/WI10-.01/   5   2-10   2   Basic Leader   Chain of command, order
Social   Bonding   0.4   WI13-.01/CH12-.017   0   3-12   3   Friendship   
Social   Fight to Oblivion   0.22   Ch14-.02   2   2-16   3   Exhort   
Spell   Amnimist SP   0.6   IN10-.01/WI11-.02/CH13-.01   0   1-8   1      AN Rclamation, An Succ
Spell   Artificer SP   0.4   IN13-.02/CD10-.006   0   1-8   1      Atificer Reclamation, Artificer Success
Spell   House of Air SP   0.4   IN13-.02/WI10-,01/CD10-.008   0   1-6   1      HOA Reclamation, HOA Success
Spell   House of Chaos SP   0.45   IN12-.015/WI12-.015/CD12-.005   0   1-6   1      HOC Reclamation, HOC Success
Spell   House of Death SP   0.5   WI10-.05/HE10-.005/CH10-.005   0   1-6   1      HOD Reclamation, HOD Success
Spell   House of Earth SP   0.4   ST13-.005/WI10-.01/HE13-.01   0   1-6   1      HOE Reclamation, HOE Success
Spell   House of Fire SP   0.4   IN12-.02/CD13-.022   0   1-6   1      HOF Reclamation, HOF Succes
Spell   House of Life SP   0.4   ST10-.004/WI10-.04   0   1-6   1      HOL Reclamtion, HOL Success
Spell   House of Order SP   0.45   ST10-.002/IN10-.01/WI10-.02   0   1-6   1      HOO Reclamation, HOO Success
Spell   House of Water SP   0.45   ST12-.007/WI12-.021   0   2-7   1      HOW Reclamation, HOW Success
Spell   Mentalist SP   0.4   IN15-.06/CH12-.01   0   1-6   1      Mentalist Reclamation, Mentalist Success
Spell   Necromantic SP   0.5   WI12-.011/CH12-.009   0   2-7   1      Necromantic Reclamation, Necromantic Success
Spell   Restorative SP   0.4   WI13-.02/HE14-.014   0   1-6   1      Restoative Rclamation, Restorative Success, Restor sp knowledge
Spell   Shade Sp   0.3   IN15-.022   0   1-6   1      Shade reclamation, shade success
Spell   Spirit SP   0.5   IN12-.04/WI12-.04/ch12-.01   2   2-7   1      Spirit reclamation, Spirit success
Spell   HOW sp knoledge   0.28   WI13-.015   0   2-11   2   HOW sp   
Spell   Mentalist sp knowledge   0.25   IN14-.02    0   2-9   2   Ment sp   
Spell   Necromantic sp knowle   0.31   WI12-.012   0   2-10   2   necro sp   
Spell   Restorative sp knowledge   0.3   WI14-.03   0   2-9   2   Restorative sp   
Spell   Spirit Reclamation   0.3   IN10-.01/WI10-.01   0   2-9   2   Spirit sp   Draw Spirit
Spell   Spirit Success   0.3   IN11-.011/WI12-.01   0   2-9   2   Spirit sp   
Thieves tree   Ascend   0.4   ST11-.01/CD12-.013   2   1-6   1      Climb sheer, Climb Rope,
Thieves tree   Basic Sneak   0.5   In13-.01/CD14-.01   5   2-5   1      Hide, Move Silent, Mix with Croowd, Disguise,
Thieves tree   Surpirse   0.5   CD10-.015   5   1-4   1      Backstab,
Thieves tree   Backstab   0.5   CD14-.016   0   2-9   2   Surprise   Assassinate,
Thieves tree   Climb Sheer   0.3   ST13-.02/CD12-.015   0   3-9   2   Ascend   Fall
Thieves tree   Disguise   0.75   IN13-.014/WI15-.015/ch12-.01   10   2-9   2   Basic Sneak   Impersonate
Thieves tree   Hide   0.4   IN13-.012/CD14-.03   10   2-8   2   Basic Sneak   Shadowplay, Shadow heal, shadowsight
Thieves tree   Mis with crowd   0.75   IN13-.02/CD9-.003/CH12-.005   5   2-8   2   Basic sneak   
Thieves tree   Move Silent   0.45   IN14.018/CD14-.025   10   2-7   2   Basic Sneak   
Thieves tree   Assassinate   0.3   ST10 .002/IN10-.007/CD10-.015   2   2-9   3   Backstab   
Thieves tree   Fall   0.2   CD15-.025   0   1-12   3   Climb Sheer   
Thieves tree   Impersonate   0.3   IN10-.008/CH14-.02   0   2-12   3   Disguise   
Thieves tree   Shadowheal   0.2   WI12-.02   0   2-9   3   hide   
Thieves tree   Shadowsight   0.3   WI14-.012   0   2-8   3   Hide   
Torturer   basic Torture   0.6   IN10-.01/Wi9-.003/CH11-.009   5   1-4   1      Conviction,terror, Extract info, headsman
Torturer   Conviction   0.3   WI11-.01/CH12-.012   0   2-7   2   Basic torture   
Torturer   Headsman's blade   0.4   ST13-.021/CD10-.003   0   2   2   Basic torture   
Torturer   Terror   0.3   CD13-.014/CH12-.01   1   2-7   2   Basic Torture   Shadow of the torturer
Torturer   Shadow of the Torturer   0.1   WI14-.004/CH13-.017   0   12-Mar   3   Terror   
[/spoiler]

each skill has an experience modifier based on the guild or school it was learned from, modified by attributes.  
[spoiler=example]Hit points, for example, have a basic experience modifier of .1. (ST 10-.01/HE10.03), which means that every Strength point above or below 10 modiefiers the .1 by ,01, and every Health point above or below 10 adjusts it by .03.  So a character with a 10 Strength and a 10 Health has a .1 Hit point EXP mod, which means every experience point earned in Hitpoints is multiplied by .1.  But a character with a 15 Strength and a 15 health gains 15-10*.01+ 15-10*.03 added to their .1 which gives and EXP mod -f .3 for Hit points, which means they gain EXP and levels in hit points three times as fast.  All skills work this way.
[/spoiler]
Furthermore, all skills have base skills and sub skills, so that anyone with the 'Basic Trap skill has that ability in 'Find Trap, Set Trap, and Remove Trap', to a small degree.  However, base skills give a very small amount per level (normall between 1-3 and 2-5), so eventually, the sub skill needs to be learned to be decent at anything.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Thanuir

I assume dice systems, or resolution mechanics, are the question here.

One can't go wrong reading John H. Kim's excellent articles.


My short and uncomprehensive list of dice mechanics: Roll over (possible variables: the dice, target number and modifiers) where a roll over a given target number indicates success. E.g. D&D, Fudge

Roll under (mathemathically identical to previous, same modifiers) where a roll must be below a target number to be a success. Examples: GURPS, Runequest (all)

Blackjack: Roll-under, but higher results that do not exceed skill are better. Used in HeroQuest (the rpg), at least.

Success-based dice pool (variables: the dice, the number of successes required, removed or added, the target number that dice must meet) wherein each rolled die must be higher or lower than a given target number. For example: Storyteller/Storytelling (WoD's systems), Echoes of Dreams, Burning Wheel

Taking a specific die (variables: the dice, target number, modifiers to the final result) where a dice pool is rolled and highest, lowest, second highest or some such die is compared to target number, and other dice are more-or-less discarded.

Strange dice pool (variables: the dice) where both sides of conflict roll a number of dice. All dice of one side that are larger than all dice of the other side are successes. Example of use: Pool 1 is rolled with 3d10, generating 3, 5, and 6, while pool 2 is rooled with 5d10, giving the results 1, 1, 4, 7, 8. Pool 2 has 2 successes (7 and 8 are higher than all results in pool 1). Used in Sorcerer and Donjon.

Matching dice (variables: the dice, free and fixed rolls) where a number of dice are rolled and matching sets are searched for. So rolling 4, 9, 10 is worthless, but rolling 1, 1, 1 is quite good, because the three dice match. Used in ORE (One Roll Engine), and many incarnations of it. Weapons of the Gods also uses something similar.
Alternatively, series can be searched for, so 4, 5, 6 would be a very good roll.


That's some. I can elaborate on any given system.
Some principles: Using only one die in a roll leaves only few options: Roll under or over, or blackjack rolling (which I think is quite elegant).
Dice pool always provides more information than will be used. They are more likely to be heavy systems, and probabilities are harder to calculate.

Superfluous Crow

Great link Thanuir! thanks. It seems to cover most of the variants, but if anybody can come up with any additional ideas i would be most grateful. They don't have to be in use in any existing games, just tell me if you get any ideas. I'd prefer non-dice pool, but anything goes really.
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