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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 55 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: [LoRD] Finishing up my Ability list  (Read 1677 times)
Michael
Member

Posts: 55


« on: January 31, 2006, 08:49:42 PM »

I would like to post the current ability list for the setting (subdivided by group). The setting is essentially low-fantasy medieval. I do have questions, at the end of the list.

Combat Skills
Brawling
Swords
Axes
Clubs
Staff Weapons
Bows
Crossbows
Thrown
Evasion

Athletic Skills
Climbing
Swimming
Acrobatics - Includes balance, tumbling, and jumping

Lore
Divinity
History
Culture
Politics - includes politics and diplomacy

Social
Presence - includes leadership and intimidation
Gather Information
Persuasion - includes bluffing
Empathy - includes reading body language, sense motivation, etc.

Other
Stealth
Survival
Healing
Legerdemain - includes picking pockets and picking locks
Ride
Sail
Craft - encompasses all profession type skills

1) First, I'm thinking that the Lore list is a bit short. It just seems that there is not much for folks to get educated about. Granted, the categories are pretty general (intentionally), but I still think there would be more.

2) I'm also feeling like I'm missing something in the Athletics category. Do I have my bases covered?

3) Can anyone think of anything else that I missed?

Thanks.
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"Fiction is obliged to stick to possibilities. Truth isn't." -- Mark Twain
dindenver
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Posts: 928

Don't Panic!


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« Reply #1 on: January 31, 2006, 10:03:09 PM »

Hi!
  Ok, here's a shot:
Endurance?
Some sort of animal/nature lore?
Flails, whips (flexiable weapons?)?
Is a Warhammer/Maul a staff a club or something new?
Is a dagger/knife treated like a really short sword?
Lances, spears, polearms and scythes are staff weapons?
Some kind of Occult/Arcane Lore?
Barter?
Awareness?
Disguise?
Perform?
Forgery?
Resist Torture/drugs/alcohol?
Strategy/Tactics?
Teaching?
Tracking?
Trapping?
Disarm Traps?
Willpower?
  I know some of these probably come under the umbrella of other skills, but thought I would point them out so you cna make a conscious decision regarding those.
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Dave M
Author of Legends of Lanasia RPG (Still in beta)
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Michael
Member

Posts: 55


« Reply #2 on: February 01, 2006, 08:00:58 AM »

Thanks for the reply, you did point out some stuff that I missed:

Perform - I can't believe I forgot that.
Soft weapons - The flails and such (also slipped my mind)

Everything else on that list is covered by another ability or mechanic.
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"Fiction is obliged to stick to possibilities. Truth isn't." -- Mark Twain
Bryan Hansel
Member

Posts: 111


WWW
« Reply #3 on: February 01, 2006, 10:39:17 AM »

What about Running or Track and Field under athletics?  "Run away. Run away." You don't have to be faster than the Goblin, only faster than the other PCs.

Cheers,
Bryan
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Michael
Member

Posts: 55


« Reply #4 on: February 01, 2006, 01:14:25 PM »

As someone who did x-country, there really is no technique to running. You basically just put one foot in front of the other, and repeat as necessary. As a result, running/walking/basic movement is going to be a part of the attributes.
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"Fiction is obliged to stick to possibilities. Truth isn't." -- Mark Twain
timopod
Member

Posts: 29

I'm an art major for some reason


« Reply #5 on: February 01, 2006, 01:20:32 PM »

maybe spot/search and some sort of fast talk/persuade
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Tim Goldman
Professional College student
TimOPod@hotmail.com
Michael
Member

Posts: 55


« Reply #6 on: February 01, 2006, 08:11:12 PM »

Quote
maybe spot/search and some sort of fast talk/persuade

I debated on a spot/search ability for a while, but I eventually decided to go with another mechanic (an attribute type thing).

As for Persuade, that's already on the list.
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"Fiction is obliged to stick to possibilities. Truth isn't." -- Mark Twain
CommonDialog
Member

Posts: 31


« Reply #7 on: February 01, 2006, 10:43:05 PM »

I saw a couple of skills that could potentially cover Streetwise, but you might considering having a Lore for lower class society
Scribing/Caligraphy
Breeding

Good list.
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Adam Dray
Member

Posts: 676


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« Reply #8 on: February 02, 2006, 08:55:23 AM »

Pick some skills that really "sell" your medieval world. Torture, Alchemy, Architecture, Falconry, Poetry, Metaphysics, Metamagical Philosophy, Wyrmriding.

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Adam Dray / adam@legendary.org
Verge -- cyberpunk role-playing on the brink
FoundryMUSH - indie chat and play at foundry.legendary.org 7777
ffilz
Member

Posts: 468


WWW
« Reply #9 on: February 02, 2006, 10:49:56 AM »

I was looking back over your Power 19 responses. While working up a skill list is a lot of fun, I advise you to look at each skill you put on the list in terms of your Power 19 responses. How is each skill going to further the goals laid out by your Power 19 responses? Also consider what success or failure to use the skill means in the context of the Power 19 responses.

From Adam's suggestions, torture could work in really well. How does torture relate to knowledge, truth, and understanding? The answers could be really cool.

Frank
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Frank Filz
ffilz
Member

Posts: 468


WWW
« Reply #10 on: February 02, 2006, 10:51:57 AM »

Oh, one more thing. You might want to provide a link in each thread to your Power 19 responses, or if you have a project web site, that (and put your Power 19 responses there). That will help folks get an overview of your game so they can provide answers in context of your game.

Frank
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Frank Filz
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