June 07, 2004

Stats & Skills

Well, the original idea was to have a few stats and a bunch of skills and to always pair them up. I was going to limit the stats to a single die so that unskilled attempts were always risky (rolling too low results in a botch).

I want the ability to apply multiple skills to the same task. I want folks to be able to take, say, a Stealth skill and then include their Zuba City skill if they're trying to sneak around in Zuba City. Including multiple stats is less important to me.

For a really simple system, I could drop the difference between stats and skills and just make everything a skill. But I'm not sure how desirable that is.

If stats were just flat modifiers, like D20 or Silhouette, it would reduce the number of dice being rolled, but I'm not sure I want that. And it would mean that a really high stat had no effect on the likelihood of rolling a Botch.

I was leaning towards having every Trait have a cost-per-level associated with it. A stat was x16, a broad & important skill was x4, a broad or important skill was x2 and a skill that was neither broad nor important was x1. But part of me thinks that will be too much detail to keep track of. Perhaps a specialization system would be better?

I could also broaden the Traits to the point where skills and stats were basically the same thing, like in my I.D.K. system.

Here's the catch about a make-your-own-skills system. You don't want too many skills on your sheet, or you'll never remember what you called the special ones.

Posted by Kiz at June 7, 2004 11:35 PM
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