The Forge Reference Project

 

Topic: Mechanics for Abyssmal Earth
Started by: Gwen
Started on: 10/29/2002
Board: Indie Game Design


On 10/29/2002 at 5:24am, Gwen wrote:
Mechanics for Abyssmal Earth

I've been spending the last week or so mulling over the proper mechanics for Abyssmal Earth, but I've run into several problems.

Originally, I wanted to make the system simple, so I provided a definitive list of skills similar to that of WW or D20. However, as I compiled the list, more skills got added in. The concept of a "drive" skill has always seemed like a cop out to me. Realistically, Mario Andretti (who we will say would have a high driving car skill) wouldn't know his buttocks from the ejection system in a Jet Fighter.

So the drive skill was broken into smaller driving skills. My original list of 25 skills is now 250 skills!

So a pregenerated list of skills printed on the character sheet seems cumbersome. It has now changed to a massive skill list that characters can choose from.

So the problem I need some help with is this: would this game be better served with a small manageable skill list, or a lengthly skill selection?


Secondly, I was having complications with the attribute/skill relationship. While some games add the two together for task resolution, other games use the attribute as a "gauge" and the skill is the only roll necessary. I really like the idea of attribute+skill, but it's hard to go that route without is seeming VERY WW.

So any comments in that respect would be GREATLY appreciated.

And thirdly, I wanted to have the use of magic and psionics as skills, opposed to simple spellcasting. I am normally about realism, and one would think that getting better at magic would require practice, which would then be considered a skill.

Should magic be independent of the skill system?

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On 10/29/2002 at 5:38am, Ben Morgan wrote:
RE: Mechanics for Abyssmal Earth

Personally, I have very recently grown to be a huge fan of the Make-Up-Your-Own-Skills school of thought. It makes for much more interesting and personalized characters.

However, the first thing to do would to look at how characters learn skills in the game world you set up. Frex: At first, I was a bit put off by 7th Sea's skill packages. "Wait, you mean I have to learn all this other stuff just to get the one skill that I want?" But it makes sense in the context of the game world. These skills are taught in groups. But not all game worlds are like that.

I used to think that having the skill list already printed out on the sheet made for easier character creation. Hey, you don't have to page through the book to find the skills you want, there's a handy list right there. But nowadays, I think it just takes up too much valuable room on the sheet.

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On 10/29/2002 at 7:32am, Gwen wrote:
RE: Mechanics for Abyssmal Earth

Here's a question I've thought of. The answer is kinda open ended.

It seems that a lot of roleplaying games have gone a simpler mechanic, making character creation quicker and easier to figure out in your head. I see the benefits to this, but I remember when I used to make a character and I would sit down with four or five sourcebooks and painstakingly craft a character over the course of 3 or 4 days.

I'm sure we've all gone through that at leats once, but here is my question:

Do you think that going through each aspect of the character from beginning to end, carefully analyzing each skill point and dollar spent caused you have more of a connection with your character?

I think that taking a long time to create a character makes for better identity with the character, because when you're done you have a real sense of accomplishment and a sort of pride being able to look at a finished character sheet that you know took a while to build up.

It seems to me that a lot of games these days (and I'm not attacking these games) are a bunch of way-too-specific skills and hodge-podged emotions which are written down opposed to in your imagination- where they belong.

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On 10/29/2002 at 8:21am, Andrew Martin wrote:
Re: Mechanics for Abyssmal Earth

Gwen wrote: Originally, I wanted to make the system simple, so I provided a definitive list of skills similar to that of WW or D20. However, as I compiled the list, more skills got added in. The concept of a "drive" skill has always seemed like a cop out to me. Realistically, Mario Andretti (who we will say would have a high driving car skill) wouldn't know his buttocks from the ejection system in a Jet Fighter.


Would it be easier to have these skills:
Drive
Pilot, fixed wing
Pilot, helicopter
?

Gwen wrote: So the problem I need some help with is this: would this game be better served with a small manageable skill list, or a lengthly skill selection?


Have you considered extremely broad skills, like Career and Culture, to help manage the complexity, and to aid players that forget to get important skills their characters would logically have?

Gwen wrote: Secondly, I was having complications with the attribute/skill relationship. While some games add the two together for task resolution, other games use the attribute as a "gauge" and the skill is the only roll necessary. I really like the idea of attribute+skill, but it's hard to go that route without is seeming VERY WW.


Have you considered if it's right in your game that a highly intelligent character with low Brain Surgery skill can be effectively equal to a average intelligence character with high Brain Surgery skill? What about someone who's highly dexterous with a little skill with lockpicks being the equal of a professional locksmith with average dexterity?


Gwen wrote: And thirdly, I wanted to have the use of magic and psionics as skills, opposed to simple spellcasting. I am normally about realism, and one would think that getting better at magic would require practice, which would then be considered a skill.

Should magic be independent of the skill system?


Why can't magic and psionics all be skills? Making them all skills allows the game system to treat them all the same. Is this appropriate to your game? Do you see a Mercenary practising shooting in his spare time, the Priest studying the word of God for miracles, while the psionic practices moving weights with the power of her mind?

I hope that helps!

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On 10/29/2002 at 8:40am, Andrew Martin wrote:
RE: Mechanics for Abyssmal Earth

Gwen wrote: Do you think that going through each aspect of the character from beginning to end, carefully analyzing each skill point and dollar spent caused you have more of a connection with your character?


When I try this method, I find that my character concept drifts into those imposed by the game mechanics/system; I find it difficult to avoid min-maxing my character design, as the game system rewards me for doing so. For example, in a attribute+skill system, I look for the skills my character would be good in and drift into making my character's associated attributes as high as possible, even though my character's concept has average abilities in these areas.

When there's advantages and disadvantages, I find that I end up with disadvantages that are different from what I had initially visualised, because the selected disadvantages are usually more cost effective than others. For example, I choose lots of enemies as a disadvantage, because I know that my PC will stick with the group, and so the enemies can be dealt with by fellow PCs, instead of just my PC.

Of course, I'm just a min-maxing, munchkin player...

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On 10/29/2002 at 2:43pm, ethan_greer wrote:
RE: Mechanics for Abyssmal Earth

Gwen wrote: It seems to me that a lot of games these days (and I'm not attacking these games) are a bunch of way-too-specific skills and hodge-podged emotions which are written down opposed to in your imagination- where they belong.

It seems like you are answering your original question here. If a lot of games have way-too-specific skill lists, etc. then your game gives you an opportunity to fix that.

One thing I've noticed in my gaming is the fact that my enjoyment of a game is not generally affected by the number of skills written down on my character sheet. I would go with either a broad focus skill list, or allow the players to define their own skills, or go with something like Sherpa, Risus, or OtE in which the players select a general skill that covers a bunch of sub-skills.

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On 10/29/2002 at 3:14pm, Gwen wrote:
RE: Mechanics for Abyssmal Earth

I agree that general skills provide for an equally enjoyable roleplaying experience as many specific skills, but if the skills are too general, wouldn't you agree that you lose a sense of realism?

For example, WW uses the DRIVE skill which encompasses all vehicles. ShadowRun used DRIVE LAND VEHICLE and DRIVE AIR VEHICLE, which is still a generalization. However, GURPS has skills like DRIVE 1994 CHRYSLER LeBARON.

Deciding what is best is obviously up to individual opinion, but it seems to me that there is a sliding scale where realism sacrifices simplicity and vice versa.

Is there a happy medium?

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On 10/29/2002 at 3:33pm, ethan_greer wrote:
RE: Mechanics for Abyssmal Earth

Gwen wrote: I agree that general skills provide for an equally enjoyable roleplaying experience as many specific skills, but if the skills are too general, wouldn't you agree that you lose a sense of realism?

Well, not really, but I'm of the opinion that RPGs are not realistic in any way, and can't really be realistic. Why bother trying? Of course, that's just me.

If you want to go for a happy medium, I think that it is indeed possible. For a fantasy game it's been my experience that a list of about 50-75 skills is serviceable. For a modern-day setting, 75-100 might be a good number to shoot for. Enough to be crunchy, but not so many that it takes two hours just to go through the list. Not that I'm an expert; just passing along my experience... :)
-e.

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On 10/29/2002 at 3:43pm, Matt wrote:
RE: Mechanics for Abyssmal Earth

Gwen wrote: I agree that general skills provide for an equally enjoyable roleplaying experience as many specific skills, but if the skills are too general, wouldn't you agree that you lose a sense of realism?


Depends if "realism" is a concern. For most RPGs realism is an overrated commodity. Keep in mind that all RPGs are fiction, not reality.

Consider the purpose of your game. Which skills are important to the setting/core concept, those are the ones you should use (if you have a skill list at all). Unless you're running a game about pilots or racing drivers, the chances are the drive skill isn't vital anyway.

-Matt

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On 10/29/2002 at 3:47pm, Christoffer Lernö wrote:
RE: Mechanics for Abyssmal Earth

I don't know any game where my enjoyment has been reduced because the skills wasn't detailed enough.
On the other hand I've cursed many times over games with too specific skills where you either had to spread yourself thin or strategically optimize to be sure you had the correct skill for the task.

If a player is gonna have a general skill he/she gets to use, I think that player is gonna be more happy than having a cool specific skill that never is put to use.

Oh, and "make your own skill" solves a lot of problems (but creates a few new ones as well). It's worth looking into.

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On 10/29/2002 at 4:57pm, Mike Holmes wrote:
RE: Mechanics for Abyssmal Earth

Actually, I'm ging to jump in on the side of Broader skills being more "realistic". That is, if they are designed correctly. You are correct that "Drive" is just silly. But that's not what we're proposing at all. What we're proposing is that you allow a skill like "Soldier". Which allows the character to do whatever a soldier can do.

This is very intuitive, and feels very realistic in play.

In fact, what usually happens in such systems is that the player and GM negotiate exactly what sorts of things the sill applies to as the game progresses. Thus defining the skill further in play. So, let's say I've got soldier skill, and I come upon a tank. Can I drive it? The GM asks what branch of the military my character served in. I respond Armor (taking advantage of the ambiguity in an open fashion; I'm using the ambiguity as designed, not cheating), and the GM says, well, of course you can drive the Tank, then. Later I am lost in the woods, and say I'll use land navigation learned as a soldier. The GM responds, "well, as a tanker, you'd have had GPS, etc. You can use soldier, but at a penalty".

Anyhow, the point is that people learn things as part of their background. It's simple, and effective to group their effectiveness in such large chunks. Narrowing skills down to specifics leads to potentially infinite lists of skills. The biggest problem with this is the "forgot a skill" problem. How often have I seen players forget to take Mathematics for their hacker characters. GURPS handles this with templates. But then, why not start with the templates and modify from there?

BTW, the other big benefit of broad skills is that they instantly define character effeciveness in large chunks. If one character is a Soldier, then it's obvious that if I take Ex-Cop, that we will have some overlapping skills. And some different ones. Knowing this, I can more easily decide if I want to play this character type along with the other type present. Perhaps I'll go Journalist instead, and leave the shooting to the Soldier.

Mike

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On 10/30/2002 at 5:11am, Gwen wrote:
RE: Mechanics for Abyssmal Earth

I think what you're describing, Mike, sounds a lot like class-based skills. In that, one doesn't have a "soldier skill", but a group of skills gains because the character is a soldier.

What you've described sounds similar to that of how 7th Seas gave you skills in groups.

I will agree that the soldier skill makes for easier gameplay, but then there is the problem of all the soldier skills being the same level. How would one gauge a soldier who was really good at driving tanks, but couldn't fire one with any accuracy? All the skills entailed in the group would be the same level.

The only other problem I see is knowing one skill that doesnt belong. For example, say SOLDIER was also a WW2 buff. Well, WW2 knowledge shouldn't be lumped under the Soldier skill. SCHOLAR wouldn't be an appropriate term either, because the only thing he knows is WW2.

So how would this be covered?

Otherwise, I think the idea is really great!

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On 10/30/2002 at 7:49am, Andrew Martin wrote:
RE: Mechanics for Abyssmal Earth

Gwen wrote: ...then there is the problem of all the soldier skills being the same level. How would one gauge a soldier who was really good at driving tanks, but couldn't fire one with any accuracy? All the skills entailed in the group would be the same level.

The only other problem I see is knowing one skill that doesnt belong. For example, say SOLDIER was also a WW2 buff. Well, WW2 knowledge shouldn't be lumped under the Soldier skill. SCHOLAR wouldn't be an appropriate term either, because the only thing he knows is WW2.


Here's how I do it using Fudge:

Mike Smith
Culture [American]: Fair (0)
Career [Soldier]: Good (+1)
WW2 History: Mediocre (-1)
Career[Soldier]/Rifle: Great (+2)

Then I make sure that the creation and improvement cost for Culture and Career broad skills is about 10 - 12 times that of common skills, and make sure that players understand that Culture and Career skills contains around 10 - 12 skills essential to the Culture and Career. Any skill that would fit into these broad skills starts off at that base skill level. So the solder's Rifle skill (which fits in the Career[Soldier]) is at the same level as his Career[Soldier] skill (Good), and can be advanced either indepedently of the Career or in step by advancing the Career.

Similar for skills that are less than the Career's level. For example Mike Smith is Poor at Vehicle Recognition according to the player's character concept, so just add:

Career[Soldier]/Vehicle Recognition: Mediocre (-1)

I've found that the above works very well in play test, provided one also uses linear skill advancement costs, and don't link Skill with Attribute.

I hope that helps!

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On 10/30/2002 at 5:40pm, Shreyas Sampat wrote:
RE: Mechanics for Abyssmal Earth

Well, your game seems to place a lot of emphasis on the professions of people. This seems to point us in the direction of broad skill groups, which provide convenient complexity reduction. I like Andrew's idea that a skill group is more costly than a single skill, but less costly than all the skills separately, along with a system for specializing in a skill from a group. Elegant.

If you want to retain your lengthy skill list, you could define what falls under each skill group; certain skills would fall under several, others might be very rare, only being available to a single skill group or having to be bought separately.
Additionally, if you want to create some flexibility, you could have groups that say "choose x skills from this list; you get these skills along with the set of skills everyone with this group has", or something like that. This creates another form of specialization, basically.

Another thing: Am I alone in wondering about "Abyssmal"? Abyssal is a word and abysmal is a word, but the form with double-s and m is not. Did you intend this? In my opinion, it's a little off-putting; it suggests that you misspelled, rather than trying to merge two words together effectively.

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On 10/31/2002 at 5:32am, Gwen wrote:
RE: Mechanics for Abyssmal Earth

Another thing: Am I alone in wondering about "Abyssmal"? Abyssal is a word and abysmal is a word, but the form with double-s and m is not. Did you intend this? In my opinion, it's a little off-putting; it suggests that you misspelled, rather than trying to merge two words together effectively.


I was combining the word "abysmal" with "abyss."

What do you mean when you say off-putting?

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On 10/31/2002 at 6:32am, Andrew Martin wrote:
RE: Mechanics for Abyssmal Earth

Gwen wrote:
Another thing: Am I alone in wondering about "Abyssmal"? Abyssal is a word and abysmal is a word, but the form with double-s and m is not. Did you intend this? In my opinion, it's a little off-putting; it suggests that you misspelled, rather than trying to merge two words together effectively.


I was combining the word "abysmal" with "abyss."


Perhaps "Abyssal Earth" might be better?

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On 11/2/2002 at 12:46pm, Gwen wrote:
RE: Mechanics for Abyssmal Earth

Perhaps "Abyssal Earth" might be better?


Call it whatever you'd like, my friend. It's not the definitive name anyhow. ;)


I've been continually working on different mechanics ideas and recently came up with one and thought I would see if it was a bad idea.

I'm assuming we're all familiar with the d20 sys and how you have a RANGED and MELEE attack rating. Then you have random proficiencies you acquire, which means you can use the attack rating when using these weapons.

What I have tried to do is have these ratings for most everything, therefore nearly eliminating "skills." The rating are:

Combat
Unarmed
Ranged
Melee

Education
Science
Craft
Mechanting

Experience
Lore
Socializing
Drive

And then these groups receive plusses and/or minus' based on the rank of the appropriate attribute (i.e. a high intellect adds to the education skills) and then there are racial modifiers as well.

With Science as an example, you add up your intelligence modifier, your race modifier and then add it to 10. That's your Science Rating. Then you have proficiencies that you get, say: biology, botany, physics, etc... You purchase these instead of skill.

That way you really only have 9 numbers you ever need to keep track of during game play, but still have a wide range of skills available to you if you so desire.

(The same would work for Clerics, Psychics, Deamons, etc. They would have a FAITH or SUPERNATURAL rating and then buy powers as "skills" for the appropriate rating.)

Does this sound useable? Worse yet, it's stealing the mechanic directly from d20. Is it a BAD mechanic? No sense in having a system based around a broken part.

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On 11/12/2002 at 3:56pm, Tony Irwin wrote:
RE: Mechanics for Abyssmal Earth

What I have tried to do is have these ratings for most everything, therefore nearly eliminating "skills." The rating are:

Combat
Unarmed
Ranged
Melee

Education
Science
Craft
Mechanting

Experience
Lore
Socializing
Drive

And then these groups receive plusses and/or minus' based on the rank of the appropriate attribute (i.e. a high intellect adds to the education skills) and then there are racial modifiers as well.


Looks good Gwen, proficiency system means you as designer can leave skill selection much more open for players while retaining overall control of how the system works: "My last character died of poisoning - can I take toxins as a science proficiency this time?".

So what will the proficiencies do? Will they guarantee sucess or add a modifier?

Gwen wrote: And then these groups receive plusses and/or minus' based on the rank of the appropriate attribute (i.e. a high intellect adds to the education skills) and then there are racial modifiers as well.


This was interesting to read as my personal gripe with using attribute modifiers to interact with the skills is that it often seems like an admission that the actual attributes can't be made to "work" in the system. I'd be wondering (as I did in my AD&D days) what the point was in rolling up all these attributes in the first place. Why not just roll on a table that has "+1, 0, 0, -1, -2" on it if its the modifiers, not the core attribute scores, that are actually important to the game.

I understand that there could be statistical reasons for providing that extra layer, but have you considered just letting players roll/choose skill modifiers without having core attributes (of course that would mean you couldn't have basic attribute checks) the advantage might be being able to more easily tie it into (and insist that it be tied into) character backgrounds. eg "I get +1 to all education checks because after the aliens came my Mama used to read to me and my sister out of Baxter's Encyclopaedia of Science & Technology every night in the shelter." instead of "I get +1 to all education checks because of my high intelligence score" ;-)

Tony

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On 11/12/2002 at 10:39pm, RobMuadib wrote:
RE: Mechanics for Abyssmal Earth

Gwen wrote:

I've been continually working on different mechanics ideas and recently came up with one and thought I would see if it was a bad idea.

I'm assuming we're all familiar with the d20 sys and how you have a RANGED and MELEE attack rating. Then you have random proficiencies you acquire, which means you can use the attack rating when using these weapons.

And then these groups receive plusses and/or minus' based on the rank of the appropriate attribute (i.e. a high intellect adds to the education skills) and then there are racial modifiers as well.

With Science as an example, you add up your intelligence modifier, your race modifier and then add it to 10. That's your Science Rating. Then you have proficiencies that you get, say: biology, botany, physics, etc... You purchase these instead of skill.

That way you really only have 9 numbers you ever need to keep track of during game play, but still have a wide range of skills available to you if you so desire.

(The same would work for Clerics, Psychics, Deamons, etc. They would have a FAITH or SUPERNATURAL rating and then buy powers as "skills" for the appropriate rating.)

Does this sound useable? Worse yet, it's stealing the mechanic directly from d20. Is it a BAD mechanic? No sense in having a system based around a broken part.


Gwen

Hey I thought I would chime in with some feedback. As for Abyssal/Abysmal Earth, I had auto-corrected it in my mind to Abysmal anyway, hadn't noticed the extra s.

Now, I think the above system would be fine. Consider, by making a detailed multi-layered Skill System what do you accomplish? The Proficiency System I made for my game has Proficiencies defined as the combination of one Skill, One Specialty, and one Familiarity, with each "level" being more specific. Then the Limit of each level of Proficiency Score is limited by half of the relevant Basis Trait, etc.

In addition there are rules for Skill Defaults, Complementary Proficiencies, etc. What does all this System provide for? Yep, exploration of System, as it relates to portraying a character. So, just ask yourself how important is Exploration of System, specifically system related to portraying characters? I am guessing it is not a major goal/thrust of your game.

So my recommendation would be to make a simple system that allows for reasonable differentation of characters, where that differentiation reflects the setting, but tailored so as to facillitate the major thrust of your game. Which as I understand it, is going to be exploration of Setting with secondary emphasis on Character.

HTH

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On 11/13/2002 at 12:59am, Shreyas Sampat wrote:
RE: Mechanics for Abyssmal Earth

Echo Rob. The complex multilayered model of d20, and your take on the same, allow for effective EoS, but that seems not to be your goal.

So, let's talk about your goal, as it relates to mechanics.
What audience is this game aiming at?
What effect do you want to achieve with the mechanics?

Now, I'm not really an authority on your setting, but if I were running a WWwhichever game with demons and agents of God running around on God's green earth, I certainly wouldn't want to define closely what they were capable of. Miracles and inexplicable acts of damnation are what the supernatural is all about.
On the other hand, I would also want to have a good strong idea of where characters fit into the setting. This plays partly into knowing exactly what they're capable of.

What I'm suggesting is that you have elements that you've said you want to maintain "realism" with. That's generally in line with Sim-style design. Skill systems are pretty Sim.
But, you also have elements that cannot be portrayed in a manner even approaching realistic, because they are not real. Angels, demons, psychics, etc., fall into this category. I don't feel that the supernatural, as you've described it, can be effectively portrayed (not modelled, portrayed) with the skill system you're proposing for the remainder of your mechanics.

Consequently, I advocate that you have two systems running in parallel, one for mundane resolution and one for supernatural resolution. The difference can be as simple as in description, like so:

example wrote: Mundane skills represent methods, which you use to reach ends.
Supernatural skills represent your ability to reach ends, but you are free to describe their outcome with whatever method you feel is appropriate.

but I think it's essential. I don't think it's sensical for angels to have skills like "Use Flaming Sword", basically, when you could have a skill "Vengeful Fist of God", which allowed that angel to do things like call down plagues, outright strike down the unfaithful, and deliver intimidating decrees from on high, all of which convey God's displeasure, but in different ways.

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On 11/13/2002 at 9:36am, Gwen wrote:
RE: Mechanics for Abyssmal Earth

I don't think it's sensical for angels to have skills like "Use Flaming Sword", basically, when you could have a skill "Vengeful Fist of God"


That's a good idea. I will probably work in certain proficiencies that are specific in the result, but vauge in the execution, leaving it up to the character (or GM) to decide what the actual affect was.

Essentially, I'm not going to be developing a revolutionary system, nor am I trying to make a complex, in-depth system. I'm just gunning for a system that's simple, but thorough.

Someone had asked what proficiencies do, as in adding modifiers. Essentially, each character is going to have 9 ratings, no matter what. The only thing is, you can only use these ratings if you are performing a task that you are proficient in doing.

For example, you can use a Flaming Sword and use your Melee rating, but only if you are profieicent in Flaming Swords. (This is just an example.) However, if you use a Flaming Sword and you are NOT proficient with them, you will incur a negative modifier and risk setting yourself ablaze.

I have been working on this system and I figure the game will be done before X-mas, i hope!

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On 11/14/2002 at 7:55am, Gwen wrote:
RE: Mechanics for Abyssmal Earth

Originally I had the idea of using these nine categories as the basis for all ranks:

Unarmed
Ranged
Melee
Science
Craft
Mechanting
Lore
Socializing
Drive

But it occurs to me that perhaps not every skill could fit under these categories. So I would like to ask for suggestions on the categories.

I want to make sure that they will be comprehensive, so that way there aren't any skills that are unable to fit anywhere.

I think Unarmed, Ranged and Melle cover pretty much every aspect of combat, but when it comes to knowledge, Science Craft and Merchanting leaves a few holes. Where does history fall? Or literature?

So will these skills singled out, the categories for Knowledge aren't completely comprehensive. So would someone help me comprise a list?

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On 11/14/2002 at 10:38am, Tony Irwin wrote:
RE: Mechanics for Abyssmal Earth

Gwen wrote: Originally I had the idea of using these nine categories as the basis for all ranks:

Unarmed
Ranged
Melee
Science
Craft
Mechanting
Lore
Socializing
Drive

But it occurs to me that perhaps not every skill could fit under these categories. So I would like to ask for suggestions on the categories.

I want to make sure that they will be comprehensive, so that way there aren't any skills that are unable to fit anywhere.

I think Unarmed, Ranged and Melle cover pretty much every aspect of combat, but when it comes to knowledge, Science Craft and Merchanting leaves a few holes. Where does history fall? Or literature?

So will these skills singled out, the categories for Knowledge aren't completely comprehensive. So would someone help me comprise a list?


I kind of feel that the danger of trying to get something that feels realistically comprehensive is that the skill system can become less relevant to your game world. For example from reading your original thread it seemed like a knowledge of religious myth would be absolutely vital to any character in your game. So it might be more comprehensive to have a category like "Social Science" and then let someone have a proficiency like "Religious Studies", or "Occult History", but if knowledge of the occult is a core skill in the game then I'd expect to see a system that values it - that makes it clear "Your character doesn't need Economics as a skill in this game folks, this game's all about Religious Armageddon". Obviously combat is going to be a big part of your game, and you've made that clear to the players by having 3 out of 9 categories deal purely with combat. If an understanding of religion/occult is the main way that characters will make sense of the world around them then have you considered ways of getting your skill system to reflect that?

On the other hand... having a skill system that tries to reflect a regular 20th century way of looking at skills and learning, is a pretty good way of showing that your characters are just regular people not that different from the players but who are suddenly caught up in bizzare biblical disasters beyond their comprehension and control! So I guess it depends on what kind of message you want the skill system to send (or even if you want it to send one at all)

Anyway I'm enjoying reading all your stuff Gwen, looking forward to more :-)

Tony

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On 11/15/2002 at 7:40am, Gwen wrote:
RE: Mechanics for Abyssmal Earth

RATINGS

COMBAT
Unarmed (Strength + Racial Bonus + misc. bonus') 1-20+
Melee (Dexterity + Racial Bonus + bonus') 1-20+
Ranged (Perception + Racial Bonus + bonus) 1-20+

KNOWLEDGE
Science (Education + Racial Bonus + bonus') 1-20+
Craft (Creativity + Racial Bonus + Bonus') 1-20+
Technology (1/2Education + 1/2Creativity + Racial Bonus + bonus') 1-20+

EXPERIENCE
Lore (Intelligence + Racial Bonus + bonus') 1-20+
Social (Charisma + Racial Bonus + Appearance + bonus') 1-20+
Drive (Reaction + Racial Bonus +bonus') 1-20+

XENO
Holy (XENO + Racial Bonus + Bonus') 1-20+ (Angels, Clerics, etc...)
Curse (XENO + Racial Bonus + Bonus') 1-20+ (Demons, Cultists, etc...)
Mind (XENO + Racial Bonus +Bonus') 1-20+ (Psychics)


Bonus': Each rating can be affected positively or negatively by the following types of bonus':
Theological (Angels or Deamons)
Technological (Cyber Implants or Computers)
Psychological (Psychic)
Biological (Genetic Engineering or BioImplants)

Characters who do not have supernatural powers do not have a XENO rating, but are able to use more Technological or Biological bonus'.
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SKILLS

Skills do not have ratings, you either have the skill or you don't. Each skill has a RATING it is associated with. If you have the skill, you roll 2d10 and try to roll a number under your rating. If the number is lower, , you succeed in the task.

If you do NOT have the skill, but attempt it anyhow, you have to roll lower than the appropriate rating, but with 3d10 instead of 2d10.

Certain skills will be listed with prerequisites. You can only learn STUNT DRIVING if you already know CAR DRIVING. You can only learn NUCLEAR PHYSICS if you already know PHYSICS.

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XENO POWERS

Xeno powers are selected like skills, but executed differently. XENO POWERS are categorized by what they accomplish. HOW it is accomplished is up to the user.

For example, a character might select FLIGHT as a power. When they use it, it is up to them if they fly with wings, if they jump great distances, if angels carry them or if they walk on air.

Another example, a character might select RANGED ATTACK as a power. Even though it is a ranged attack, it still uses the XENO rating, because the execution and aim is all meta-physicsal. It is up to them to decide if the damage is caused by a flaming sword, a holy beam of light, a psychic-propelled bullet or a grenade of hellfire.

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CREATING SKILLS OR XENO POWERS

Once a skill or Xeno power has been lerned, the character can learn a new skill or xeno power, or they can advance the ones they already know!

For example, if someone has RANGED ATTACK as their Xeno power and they are able to advance later, they can change RANGED ATTACK to UNLIMITED RANGE-RANGED ATTACK or MULTIPLE SHOT-RANGED ATTACK. New powers or skills should not advance too fast. You cannot go from the PISTOL skill to UNLIMITED RANGE-MULTIPLE SHOT-QUICK DRAW-PISTOL.

All advancements should be approved or created by the GM and the GM is free to not allow any advanements he feel would unbalance them game.




This is just what I have so far, I'm working on racial bonus' for the deamons and angels, trying to make everything balance out relatively well.

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