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Archive => RPG Theory => Topic started by: Space Cowboy on December 27, 2004, 10:15:58 PM

Title: What are the best skill-based RPGs and why?
Post by: Space Cowboy on December 27, 2004, 10:15:58 PM
Hey all,

I'm in the process of further refining Wild Sphere's game mechanic and wanted to take a look at how WS' mechanic compares to other skill-based systems.  So, does any one have a favorite skill-based system, and what makes it great/fun?

Many thanks in advance!
Title: What are the best skill-based RPGs and why?
Post by: Bankuei on December 28, 2004, 02:23:13 AM
Hi SC,

Welcome to the Forge!   In order to get some real feedback, you'll do best by narrowing down your question with a few more qualifiers.   It may help you to first of all, explain something about what the goals are for your game Wild Sphere, and how your mechanics make that happen.  Then, folks can give some other games which may do similar things, better or worse.  

Right now, the question is so wide open, its like asking "Which flavor of ice cream is the best?", and without and qualifiers, its basically an opinion poll.

It may also do well for you to explain what exactly do you mean by a "skill based" system.  I'm going to assume that it means that characters are rated by skills in terms of ability, but other than that, it doesn't really explain anything.   A skill in D&D is not the same as a skill trait in Over the Edge is not like a skill Ability in Donjon.  

Chris
Title: What are the best skill-based RPGs and why?
Post by: Space Cowboy on December 28, 2004, 10:14:30 PM
Quote from: BankueiHi SC,

Welcome to the Forge!   In order to get some real feedback, you'll do best by narrowing down your question with a few more qualifiers.   It may help you to first of all, explain something about what the goals are for your game Wild Sphere, and how your mechanics make that happen.  Then, folks can give some other games which may do similar things, better or worse.  

Right now, the question is so wide open, its like asking "Which flavor of ice cream is the best?", and without and qualifiers, its basically an opinion poll.

It may also do well for you to explain what exactly do you mean by a "skill based" system.  I'm going to assume that it means that characters are rated by skills in terms of ability, but other than that, it doesn't really explain anything.   A skill in D&D is not the same as a skill trait in Over the Edge is not like a skill Ability in Donjon.  

Chris

Hey Chris,

Thanks for your post!  I'll try to think of a tighter question.

Cheers
Title: What are the best skill-based RPGs and why?
Post by: M. J. Young on December 28, 2004, 10:31:38 PM
Chris is right. I was going to say something to that effect on the thread you started about point-based character generation, but since I don't play any such games I don't have any other input than that opinion polls are discouraged here.

Let me suggest that there are a number of aspects to "skill systems" that might be relevant to your question, and you might want to think about which of these matter.
Title: What are the best skill-based RPGs and why?
Post by: Tomas HVM on December 29, 2004, 12:27:27 AM
I'll stick to the original question. I published a game in -99, a fantasy RPG called Fabula.

- It has a skill system with levels going from 0-20 (20 being the practical, but not absolute, top). The skill level is added to a D20 for success and quality, in one throw. Average modifiers range from -6 to +6.

- The die is open ended. 1 is bad for you (GM discretion). 20 is good for you (throw die again and sum it).

- A D20 is used to check for XP use. Use one XP on a skill, throw the die, and raise the level of the skill if result is over current level (makes it harder as levels rise). Average modifiers range from +0 to +3.

- Level 20 is the level of a master. Mastership negates a botch on the die (1 on the die being only 1, not a bad failure). Anyone with the same skill will notice mastership. Others may notice. A master has the right to be titulated as "Master". Not doing so is a breach of etiquette.

- There is few skills in the basic system. A very broad range of actions are covered by 25 skills (as broad as any RPG I've seen). Each character type in the game start with 6 or 7 skills, making them proficient in their field of expertice (war/leadership, guiding/wilderness, commerce/entertainment, scholarship/magic).

- Skills are described efficiently (short paragraphs), and with focus on different options of use (a fencing skill not only helps in combat, in different ways. It may also help the character spot a combat in brewing, assess the opposed forces, and stop combat from taking place by fleeing, intimidating or softening the opponent).

- Skills overlap to a certain degree, making the use of different skills possible for the same task (with varying modifiers).

- As the setting expanded to include other races and cultures, they got their own mix of char-types, with different sets of skills, making it possible for one culture to have one skill covering the same actions as two skills in another culture. This makes for totally new char-types, with unique skills, overlapping the fields of expertice of char-types of other cultures. Each culture/race got its own set of char-types, and its own set of skills.

THE BENEFITS:
- Speed: success and quality in one throw!
- Versatility: broad range and deep desription of skills enrich character options
- Realism: skillcheck-results carefully weighted towards rest of system!
- Robust: easy to spot consequences of tweeking, easy to tweek
- Atmospheric: "cultural" skill names and descriptions strenghten play on character background

SUM:
- The best traditional RPG there is! Superior feeling! Superior flexibility! Superior drive! Superior potential for the gamesmith and the game master in creating challenging settings and scenarios!

DRAWBACK:
- It's written in Norwegian. Not many people talking Norwegian in the world of today, and even less playing roleplaying games. A pity.

(I like this thread)