Topic: How many skills do you prefer?
Started by: Nuadha
Started on: 2/23/2004
Board: RPG Theory
On 2/23/2004 at 4:32pm, Nuadha wrote:
How many skills do you prefer?
I've a question for everyone here. How exhaustive of a skill list do you prefer in a game? From games with no skill lists (like Amber) to games with skills broken down into very detailed sub-categories (like GURPS), there is a lot of variation.
I tend to like simpler resolution mechanics and character creation but I like lots of skills....particularly in settings where skills are very important. I ran a Star Trek campaign in GURPS years ago and the detailed skill list really worked with that setting. However, as I've gotten older I've appreciated simplicity more and more. I've lately been running a D20 game to give the system a try and I've only found it to be aheadache with the huge pain in the butt that character creation, advancement and everything can be.
I figure that shorter skill lists add to simplicity and players can spend less time looking at their character sheets in a game and more time playing.
So what do you prefer and why? (I know that tatse will inevitably vary by genre and setting, but in the grand scheme of things do you like streamlined skills, "crunchy" skills or no skill lists?)
On 2/23/2004 at 4:34pm, Nuadha wrote:
RE: How many skills do you prefer?
...and before anyone mentions this: I saw Autocrat started a similiar thread but that thread has been more on types of skills for his game, so I felt this would be best spun-off to another thread.
On 2/23/2004 at 4:38pm, Ron Edwards wrote:
RE: How many skills do you prefer?
Hello Nuadha,
I'll repeat what I asked Autocrat in that thread:
What are skills for in your game? How important do you think they are, relative to other things (attributes, possessions, whatever)? Who decides whether a character is using a given skill: GM or player?
And most importantly: do skills solve characters' problems, or do they set up problems? Imagine my character in a situation - can I make a skill roll and get out of it? Or is that option closed, and no matter what, I have to use a mutant power, to use a gadget, or to fight?
You see, the word "skill" doesn't mean the same thing across all RPG rules. It really doesn't. Even if you've played ten games and they all seem alike, it's quite possible that nine of them were imitations of the other - which means you've only played one "real" game.
So when you ask, "what skills should I have?" there's absolutely no way to answer sensibly. I cannot possibly know what you are asking about, until you tell me what skills as a game mechanic do for people during play. Let us know, though, and you'll get tons of help.
Your post asks a slightly different question, and unfortunately it's even vaguer than Autocrat's - "what do you prefer" is really, really not the kind of thing we can discuss here.
To put it as clearly as I can:
- Amber, Sorcerer = no skills, just attributes
- Castle Falkenstein, Zero = no attributes, just skills
Both work very well. If you could provide some better context for what you're asking about skills, then we can help.
Best,
Ron
On 2/23/2004 at 5:41pm, Nuadha wrote:
RE: How many skills do you prefer?
Axtually, your question on the other thread is exactly why I posted this in another setting. I'm not referring to skills for a particular setting at all. I'm asking how much detail do people here generally like in their skill lists and why.
I'm not asking what skills I should have in my game. I'm not asking how many skills a particular style of game should have. I'm not applying this question to any system whatsoever.
If your concern about answering this question is that I have not defined how skills work in the system and how important they should be to this system, then you misunderstand the question. Perhaps worded this way it will make more sense: How much detail in (non-superhuman) character abilities do you like in a system's character creation? How much detail do you generally like and why do you feel you prefer this?
If this question belongs on another board, let me know but I feel this is an important part of game theory and creation. Soem people prefer lots of detail while others prefer little. Why do they prefer these widely different styles?
On 2/23/2004 at 5:51pm, Ron Edwards wrote:
RE: How many skills do you prefer?
Hi Nuadha,
H'm, looks like we're both missing one another. Let me try again. You ask,
How much detail in (non-superhuman) character abilities do you like in a system's character creation? How much detail do you generally like and why do you feel you prefer this?
This is, effectively, unanswerable in terms that work at this site. There is no "a system." Every system is its own thing, and therefore the answer for skills is going to be very different depending on the thing.
Also, criteria such as "what abilities you like" and "feel you prefer" aren't going to generate discussion. It's a survey question, much like "what is your favorite color." No matter how many people answer, it won't ever be anything but a list of one-time-only feelings-results. The Forge has a long history of avoiding surveys of this kind, because one of the goals is always to generate a useful discussion.
So all you need for this thread to be a solid, powerful one is, instead of "a system" or "in general," to name a specific game-system or type of system that you know quite well, and ask questions about what works and what doesn't work, and why.
Surely you've had play-experiences that led you to start this thread in the first place. What game were you playing? What skills seemed especially important or unimportant? Why?
Best,
Ron
On 2/23/2004 at 6:36pm, Nuadha wrote:
RE: How many skills do you prefer?
The fact that there is no "a system" is exactly why I post this question to this board.
This is not posted as a poll as much as a gage of why people feel that certain levels of detail are preferred by different players by discussing why they may have found themselves preferring certain levels of detail.
How about I word it this way: Why do you think it is preferred by some to have highly detailed character creations and by others to have more "streamlined" characters? Particularly I am thinking of "skills" as in a group of named abilities usually gained through training.
On 2/23/2004 at 9:24pm, Nuadha wrote:
RE: How many skills do you prefer?
As far as what brings up the question, I was GMing the Buffy RPG over the weekend and one of the players was complaining that the skills don't give enough detail about what your character is good at.
Another player seemed to think it was strange that he wanted more detail. It works fine like it is.
Personally, I've been assigning modifiers based on character background and familiarity in the game that make sense, so if a character who would have never had a reason to learn to shoot a missile launcher in the past tries to pick up and fire one, I'd assess a high negative modifier to their "gun-fu" skill check.
Some of you probably already know that the earlier versions of Unisystem found in All Flesh Must be Eaten and Witchcraft have more detailed skill lists. On their message boards there has been discussions were people mention using the expanded skill lists from All Flesh with everything else from Buffy.
This got me thinking how I would probably like adding a more detailed skill list even though the simplicity and flexibility of the Buffy RPG is what I like about it and this would add more complexity.
Why? I think it gives me a better feel of the character to know that h's good with a rifle but not with a pistol or a "heavy weapon."
Despite many things I haven't liked in the system it was the detailed way of handling skills that I liked in GURPS. It was complex, but I liked that some skills would default to other skills instead of an attribute if you were untrained.
On 2/23/2004 at 10:00pm, Valamir wrote:
RE: How many skills do you prefer?
That is an excellent answer Nuadha, I'm actually going to probe a little deeper
I think it gives me a better feel of the character to know that h's good with a rifle but not with a pistol or a "heavy weapon.
Why does this need to be reflected in the skill mechanics?
If its important to you as a player to have a vision of your character's relative skill with different weapons, it is a simple matter to just play the character that way. You can perfectly reasonably role play the character as being good with rifles and poor with pistols without needing seperate skills for them.
So the real issue isn't one of helping to differentiate the character, that can be done regardless. Why does this differentiation need to be reflected in the skills?
Note, that isn't a challenge, that's an honest question, because I think in finding that true answer is where a thread like this can have value. Otherwise, as Ron says its just a survey of preference, which doesn't tell us much.
For example:
As a player I might say "sure I could just roleplay my character with poor pistol skill and no ability to use a heavy weapon, but the skill that I purchased technically gives me access to all of them in the description. If I'm going to give something up, I want something in return." By using a system where these things are seperate skills I can save points (or whatever) by only buying some instead of all.
As a GM I might say "sure I could just let you roleplay the difference, but when push comes to shove I don't really trust you to adhere to that, and someday I know you're going to pick up a pistol and start blazing away with it. And even though you've been roleplaying the last umpteen sessions saying how poor you are with a pistol, for that important shot you're going to want to use your full skill because 'technically that's what's in the book'. " to head that sort of selective memory off at the pass I might want a system that had more skills so it was easier to control PC effectiveness.
On the other hand, I could just as easily come up with arguements for the other side of the deal too. Further I might not believe any one of them is the "best" answer but may wind up concluding that for certain styles of game one method works, but for another I think something else is better.
This is the heart of Ron's "a system" comment above. You can't look at issues like this in a vacuum because they are part of a larger context .
So the question, IMO, isn't "which do you prefer, detailed or broad skills". But what does one method allow you to accomplish that the other doesn't and what does that say about your roleplaying habits / goals / creative agenda.
On 2/23/2004 at 11:04pm, John Kim wrote:
RE: How many skills do you prefer?
Valamir wrote: Why does this need to be reflected in the skill mechanics?
If its important to you as a player to have a vision of your character's relative skill with different weapons, it is a simple matter to just play the character that way. You can perfectly reasonably role play the character as being good with rifles and poor with pistols without needing seperate skills for them.
So the real issue isn't one of helping to differentiate the character, that can be done regardless.
I'm not sure what you mean by "just play the character that way". In practice, firearms skill is something that affects multiple characters in play. Thus, the player can say "I shoot the pistol at her head" but the results depend on system. Just saying it doesn't necessarily make it so. I can picture two main options:
1) I can play with the system as written. So my rifle and pistol shooting actually have equal skill and chance of success. However, I role-play my character as preferring to use a rifle when practical, and I have my character speak about how he isn't good with a pistol.
2) I can change the system on the fly depending on what I am holding, with the group's permission. For example, I can have a low skill and sometimes say: "I'm using a rifle so I'd like +3 on my roll" -- or alternately I can have a high skill and sometimes say "I'm using a pistol so I'd like -3 on my roll".
Assuming that you really do want to differentiate, I don't think either of these are good choices. The thing about #2 is that, if I do this consistently, it has effectively become a part of the system. So why not just write it down instead of bringing it up and fudging it every time? Even if you don't write it down, it is still a part of the house system and has the same pros/cons as having an "official" split skill.
Valamir wrote: So the question, IMO, isn't "which do you prefer, detailed or broad skills". But what does one method allow you to accomplish that the other doesn't and what does that say about your roleplaying habits / goals / creative agenda.
I would agree with this as the choice. I see detailed skills as being good for differentiation; but they add to search time and character creation time. If the detailed skills are almost always the same or similar, then you aren't getting anything for the cost in search time and character creation time.
On 2/24/2004 at 10:13pm, orbsmatt wrote:
RE: How many skills do you prefer?
Personally I prefer a mixture. I don't like systems that cover every nook and cranny because that limits roleplaying. On the other hand I don't like the systems that have very general skills because that has the same effect.
In the end, it depends on the system you run and the environment that the characters are in. As a rule of thumb, when my players suggest new skills that they want their characters to have, I sometimes allow them to be added to the list. I had one player that wanted his character to be good at singing and playing a flute, but I didn't have such detailed skills, but I allowed him to have the skills anyways.
On 2/24/2004 at 11:40pm, coxcomb wrote:
RE: How many skills do you prefer?
I find that skill-depth cuts both ways.
Sure, if you have a detailed, GURPS-style skill list you have a really good idea of what, according to the rules, your character can do.
At the same time, skill lists can be a real pain in the ass when you have a solid character concept, but are unable to get all of the little fiddly skills you need to flesh it out.
Knowledge skills often cause this problem. I don't think I have ever made a first level D20 D&D character that had the knowledge skills appropriate to his background and conception. The darned things are just too expensive. Same goes for GURPS and Hero System--there are too many skills that are important to your vision of the character but that don't provide enough mechanical benefit to spend valuable points on them that would be more useful to the character elsewhere.
As a rule of thumb, if you want to make a "skill list" for your game instead of some form of player-defined skill, you should think very hard about how each skill contributes to the game. Don't base your list on "real life" so much as on importance to the flow of play.
On 2/24/2004 at 11:40pm, Scourge108 wrote:
RE: How many skills do you prefer?
My 2 least favorite things about creating a character are A) buying equipment; and B) choosing skills. Both seem to require a lot of accounting in most games, and I never really feel that it's that earth-shatteringly important. So I like games that cut corners in this department. Rather than make sure I buy all the skills needed to be an entomologist (math, biology, natural science, chemistry, etc), I prefer to just jot down Science (entomology) and leave it at that. I really liked the way Sorcerer handled that with Cover. Leaves out a lot of unnecessary bookkeeping.
On 2/25/2004 at 12:00am, clehrich wrote:
RE: How many skills do you prefer?
Jay and Scourge108 bring up a good point, which is accounting. I think there is a tendency to assume that huge skill lists go with accounting of some sort, i.e. you have X number of points to spend on the following list, with the following sub-rules and so forth.
An exercise I remember some friends doing in grad school was to design yourself. As Jay points out, knowledge skills are very often a problem. By the end of grad school, you should be a world-class expert at some small thing (the subject of your dissertation), and you've got very advanced training in a bunch of things. If you're in the humanities, I'm betting you know a bunch of languages. Ouch. Languages are always pricey, and suddenly you've got a character like yourself in knowledge (if you can afford it) who can't drive, can't swim, can't do martial arts, can't in fact do anything other than knowledge skills.
But suppose we just divorce accounting and skills? I mean, granting John's excellent point about search time, suppose you have a large number of skills and essentially infinite points to put in them? You give some guidelines about what's an appropriate way to spend them, and let 'er rip. If your character has a zillion languages, so be it -- lots of skills in languages. But this doesn't cost anything, because nothing costs anything. So long as the game is so structured that it doesn't really matter enough to make some player be a weenie about this (I have 100 in everything!), who cares?
Leading to the follow-up: if it doesn't matter enough to be worth a little minor min-maxing, why does it matter at all? Which leads us to, "Write down everything you're good at, and some things you suck at, but all your points go into Attributes; the skills are just guidelines to help you design the character." And now we're around in circles....
Chris Lehrich
On 2/25/2004 at 12:49am, M. J. Young wrote:
RE: How many skills do you prefer?
clehrich wrote: I think there is a tendency to assume that huge skill lists go with accounting of some sort, i.e. you have X number of points to spend on the following list, with the following sub-rules and so forth.
An exercise I remember some friends doing in grad school was to design yourself. As Jay points out, knowledge skills are very often a problem. By the end of grad school, you should be a world-class expert at some small thing (the subject of your dissertation), and you've got very advanced training in a bunch of things. If you're in the humanities, I'm betting you know a bunch of languages. Ouch. Languages are always pricey, and suddenly you've got a character like yourself in knowledge (if you can afford it) who can't drive, can't swim, can't do martial arts, can't in fact do anything other than knowledge skills.
But suppose we just divorce accounting and skills?
This is exactly how Multiverser works.
• Conceive the character as you imagine him to be. Since it's usually played as an I-game, the question is really, describe yourself in game terms. Just do it. (There are specific tests for professional and expert level skills, so you can't just be an expert in everything, but you can have professional levels in several areas if you actually do have the experience.) Even if you're playing another character--translating a character from another game, or from a book or movie, or making it up out of whole cloth--the process is the same: decide what the character can do.• To streamline play, on-the-fly character creation essentially says write down only those things at which you are particularly good. As for driving, swimming, doing martial arts, and those other skills, if it comes up we'll add it to the sheet and decide then how good you are. Presumably if you are a professional at those things, you'd have thought of them initially; if you just forgot, you can still show reason for you to be rated above the amateur level.• Characters can add a skill through play at any time they want. A player can say no, I've never picked a lock, but I've seen it done on TV, or I've watched a locksmith do it, or I know how locks work, so I'm going to try it--then roll the dice, and see whether you've succeeded in teaching yourself a new amateur skill. There's no cost for adding skills; you just have to work them into play.• The system provides a massive skill framework that provides information such as how difficult it is to learn various categories of skills (based on what the character already knows, among other things), what skills stop working in what kinds of worlds (such as your kinetic blaster when you're in a swords and sorcery world), and other game-based information. The structure doesn't include every imaginable skill, but it does include a place for every imaginable skill and a fundamental baseline which enables players and referees to figure out where the new ones fit.
So it has an unlimited skill list that nonetheless fits within a tight structure.
--M. J. Young
On 2/25/2004 at 12:54am, John Kim wrote:
RE: How many skills do you prefer?
Scourge108 wrote: So I like games that cut corners in this department. Rather than make sure I buy all the skills needed to be an entomologist (math, biology, natural science, chemistry, etc), I prefer to just jot down Science (entomology) and leave it at that. I really liked the way Sorcerer handled that with Cover. Leaves out a lot of unnecessary bookkeeping.
Well, if the skill isn't very important for game-play, that works fine. This is the HERO System approach, incidentally, dating back to early Champions. Other systems, like James Bond 007, simply don't charge points at all for skills like entomology or languages.
However, for game-important skills, I feel that this "corner-cutting" approach actually eats up more time because the decisions have to get made over and over again in play. For example, suppose there are three PCs. One has the skill "Swiss Banker: 11", one has "Police Negotiator: 11", and the third has "Navy SEAL: 11". Now they get into a gunfight. What numbers should you use for effectiveness? The negotiator correctly points out that his character is a trained policeman; the banker points out that being Swiss he has at least trained and served in the army. So maybe the group agrees that the negotiator can use his skill at -2 (for 9) and the banker can use his skill at -7 (or 4). If the game has regular violence, though, I think it's easier to write down those numbers than to always decide on the fly.
Note that importance is, of course, relative to the campaign. In some campaigns, language skills might be very important while violent skills can be abstracted away. The issue is how skills are used in play.
On 2/26/2004 at 7:05am, Scourge108 wrote:
RE: How many skills do you prefer?
An anecdote that seems relevant: I have a friend who hates GURPS for some odd reason. I'm not a huge GURPS fan myself, but I always try to find out why the gamers I know hate a certain game, and the answer is usually because they didn't enjoy their first time playing it and refuse to give it another chance ever again. And this was the answer this time. Specifically, he played in a GURPS game once where players were supposed to make themselves into characters to play, designing themselves. "I didn't have enough points to make myself! The character creation sucks!" To be fair, I proposed an experiment. I challenged him to design himself in some of his more favored game systems. Once again, he found he couldn't. In Storyteller (with all the player's guides, at least), Shadowrun, etc., there were always a few more he felt really should be on his sheet than the points would allow.
So what does all this mean? Well, for one thing, most gamers seem to think they are incredibly skillful people. But I'm sure it has some relevance to game design as well. Perhaps the point is that these were things he knew he could succeed at, at least in some circumstances. Therefore, it would seem he should have that as a skill. Perhaps getting rid of mediocre skill levels would do away with that. One way would be to assume that they have lots of general skills (the early Hero approach) and only count the skills that they are really good at. Another is to lump skills into broad categories, i.e. fighting skills, academic skills, thief skills (who takes Move Silently without Hide in Shadows, anyway?), outdoor skills, etc. I'm sure there are more to be thought of.
On 2/26/2004 at 7:17pm, RDU Neil wrote:
RE: How many skills do you prefer?
Scourge108 wrote: An anecdote that seems relevant: I have a friend who hates GURPS for some odd reason. I'm not a huge GURPS fan myself, but I always try to find out why the gamers I know hate a certain game, and the answer is usually because they didn't enjoy their first time playing it and refuse to give it another chance ever again. And this was the answer this time. Specifically, he played in a GURPS game once where players were supposed to make themselves into characters to play, designing themselves. "I didn't have enough points to make myself! The character creation sucks!" To be fair, I proposed an experiment. I challenged him to design himself in some of his more favored game systems. Once again, he found he couldn't. In Storyteller (with all the player's guides, at least), Shadowrun, etc., there were always a few more he felt really should be on his sheet than the points would allow.
So what does all this mean? Well, for one thing, most gamers seem to think they are incredibly skillful people. But I'm sure it has some relevance to game design as well. Perhaps the point is that these were things he knew he could succeed at, at least in some circumstances. Therefore, it would seem he should have that as a skill. Perhaps getting rid of mediocre skill levels would do away with that. One way would be to assume that they have lots of general skills (the early Hero approach) and only count the skills that they are really good at. Another is to lump skills into broad categories, i.e. fighting skills, academic skills, thief skills (who takes Move Silently without Hide in Shadows, anyway?), outdoor skills, etc. I'm sure there are more to be thought of.
Actually... this is an excellent anecdote to help explain my own personal theory on "skills" in a game setting. I'm a long time Hero/Champs player (I actually game with Nuadha) and that system has presented an interesting dichotomy.
There is early Hero (Champions)
and then there is post Steve Long Hero.
The early Champions had a medium, but not overdone skill list. It assumed general skills like "Scientist" or the like, while also breaking out specific skills such as Stealth separate from Concealment.
In most early Champions, characters were intended to spend very few points on "general" skills that did not have direct combat effects, and just go with it.
Over time, because Hero is so deconstructable... the skill list began to grow away from generalist skills, into a large list of very, very specific skills. This really reached the peak during it's 4th Edition incarnation, wilth supplments written by Steve Long(winded)... who has since bought the rights to, and now publishes Hero under the DOJ name.
Steve took the skill list to the Nth degree. He built chracters with skill lists so micro-managed, that they shifted the entire "metagame" of Hero.
No longer could a character simply have "Professional Skill: Lawyer" and be Matt Murdock. Now they had to have "PS: Lawyer" which meant they knew how to make a living as a lawyer... but they also needed...
KS: Local Municipal Ordinances
KS: State Criminal Code
KS: Federal Criminal Law
KS: Police Procedure
KS: New York Organized Crime
PS: Legal Research
PS: BLAH BLAH BLAH
plus
Bureacracy
Oration
etc.
You get the picture.
There is a great deal of debate on the Herogames.com site, about those who dislike this shift from Macro to micro skill management. Mostly it is just "preference" discussions, and not really theory/debate... but I think that discussion, meshed with this one at least helps me define what I think a ROLE PLAYING Game (as opposed to a war game or board game) should focus on.
The listed skills should be those that DEFINE the UNIQUENESS of a character as an EXPERT, vs. listing every little thing the character might know SOMETHING about. The anecdote of making yourself as a character is very helpful, here. There are all kinds of things that COULD go on the sheet of RDU Neil... but only a very few that would qualify as real Skills that should cost points.
I know something about guns, have fired them, cleaned them, read a lot about them... but I am no expert. I am not a soldier or police officer or someone who uses them on a day to day basis. It would not go on my sheet.
I play tennis... not bad for a total casual player... but when confronted with a club pro... my skill doesn't measure up. Not on the sheet...
When I was studying Tae Kwon Do 20 hours a week, every week, in top shape, and engaging in regular sparring and self defense work... yeah, I had Martial Arts on my sheet. Fifteen years later, I remember a lot of theory, but I lost that skill.
To that end, for RPG purposes, I think skills should be minimized to reflect only those that can be turned to with confidence in times of stress or overt need. Skills that are actually paid for are expensive, because I really think that most individuals have but a few "real SKILLS" and the rest is just background noise.
(A character like James Bond, who is omni-SKILLED because he is an expert in so many diverse things... he is superhuman in that extent, and should be recognized as so.)
I do think this goes against many gamers desire to reflect themselves as highly competent, on the basis of their perceived high level of knowledge... (see another thread about Geek Chic and the definition of geek vis a vis knowledge) and therefore they value their characters as reflecting the same thing they value. "See my sheet! All these skills listed! I'm so COOL!" I would challenge any person who listed themselves as having "every skill in the book" by saying, "Would you base a life or death action on a split second decision or stressed action?" For me would it be, "Are you confident enough to play tennis to the death?" If not... it doesn't go on the sheet.
When determining a game system, and examining skills, it really doesn't hurt to look at your players. Do they want omni-competence in their characters as a general fact (large skill list required) or are they more interested in displaying uniqueness of character (small/general skill list, or none at all needed).
Interesting... and sorry if this is just a ramble... but it really struck me as key to what I think "a system" should emphasize. Critical skills... not any/every skill.
On 2/27/2004 at 4:06am, M. J. Young wrote:
RE: How many skills do you prefer?
Scourge wrote: Specifically, he played in a GURPS game once where players were supposed to make themselves into characters to play, designing themselves. "I didn't have enough points to make myself! The character creation sucks!" To be fair, I proposed an experiment. I challenged him to design himself in some of his more favored game systems. Once again, he found he couldn't. In Storyteller (with all the player's guides, at least), Shadowrun, etc., there were always a few more he felt really should be on his sheet than the points would allow.
Neil wrote: The anecdote of making yourself as a character is very helpful, here. There are all kinds of things that COULD go on the sheet of RDU Neil... but only a very few that would qualify as real Skills that should cost points....
To that end, for RPG purposes, I think skills should be minimized to reflect only those that can be turned to with confidence in times of stress or overt need. Skills that are actually paid for are expensive, because I really think that most individuals have but a few "real SKILLS" and the rest is just background noise.
I'd say this is an artifact of point-based character creation.
Let's say I give you enough points to buy all the skills needed to create a well-rounded character. Some of you will create a well-rounded character--but some will dump them all into particular game-useful skills. My character can't swim, can't run a mile, can't read above the third grade level, can hardly open a door, but he can kill a trollgre with a single blow and take out a crysalmare with one arrow. Or I can open any lock and override every security system in the western galactic arm, although I don't even know how to hold a blaster.
What's wrong with that, apart from that these are not well-rounded characters, is that they are often more game-effective characters. Which is really the more effective samurai in OAD&D: the one who is double specialized in katana, daikyu, and horsemanship, or the one who is single specialized in katana and knows Noh, Tea Ceremony, Origami, and Flower Arranging? There is an inherent game incentive to create the specialist in most games, and a corresponding disincentive to create the generalist.
Thus the point count made available to the players is not designed for creating a truly well-rounded character; it's calculated to prevent the creation of the uberspecialist, the guy who has to be best in the world at those most important skills because it's all he can do.
One of the answers to this problem is to get rid of point-based character generation. That's what Multiverser does. Describe your character. Now describe him in game terms. It's as simple as that. Since usually you're playing yourself, it's a relatively easy process to rate yourself. Are you an amateur, professional, or expert? If you're an amateur, how do you compare to other amateurs--low, average, nearly professional? If you think you're professional, on what basis do you believe you're good enough that people would pay you to do this? How do you compare to other professionals, seriously? If you're an expert, what evidence do you cite to support this conclusion? What books have you published? To what peer-reviewed journals have you contributed? What patents or copyrights do you hold, which advanced degrees have you received, what graduate courses do you teach? Provide a reason for the referee to believe you're that good, beyond mere personal pride. If you're not creating yourself, then it's a different concept but the same questions. Why does this character have these skills, at this level of ability? What reason do we have to think that apart from being the fastest gun in Montana he's also a professional level swimmer?
A point based system requires that you set a number of points that force the player to choose between a greater number of low-value skills and a smaller number of especially potent useful ones. It puts the limit in the wrong place. Multiverser's system moves the limit: take as many skills as you feel make sense for the character, but justify within the character concept any that are set at particularly high levels of ability.
Since the system was designed specifically to make it possible to create yourself as a character, it's not surprising that it also does fictional characters pretty well also.
--M. J. Young
On 2/27/2004 at 4:29am, clehrich wrote:
RE: How many skills do you prefer?
M. J. Young wrote: Let's say I give you enough points to buy all the skills needed to create a well-rounded character. Some of you will create a well-rounded character--but some will dump them all into particular game-useful skills. My character can't swim, can't run a mile, can't read above the third grade level, can hardly open a door, but he can kill a trollgre with a single blow and take out a crysalmare with one arrow. Or I can open any lock and override every security system in the western galactic arm, although I don't even know how to hold a blaster.I well remember Ken Hite getting all sarcastic about somebody who did this. "What's your breeeathing, Steve? Zeeero. What's your macheeeene gun? A huuundred."
What's wrong with that, apart from that these are not well-rounded characters, is that they are often more game-effective characters.Your suggestion to get rid of point-based design seems reasonable, but there is another way: make the extremes of skills not all that useful as such. That is, structure it so that a very high skill is interesting and exciting in all sorts of social and other ways, but doesn't really make a lot of difference in stuff like combat. So the super sword-master from hell hacks and slays about the same as the pretty solid fighter-dude, but maybe in certain kinds of high-stakes formal duels the sword-master kicks butt. That way taking a super-high skill is actually an issue of depth rather than power.
Thus the point count made available to the players is not designed for creating a truly well-rounded character; it's calculated to prevent the creation of the uberspecialist, the guy who has to be best in the world at those most important skills because it's all he can do.See, I kind of like the idea of the ultra-specialist. He's a freak, a weirdo who can't do much, but he's got this one really cool thing. What he shouldn't be is very effective. But he might be very cool.
Chris Lehrich
On 2/27/2004 at 3:42pm, contracycle wrote:
RE: How many skills do you prefer?
Would you play tennis to the death.... I love it, excellent stuff RDU Neil.
I'd like to throw out another, more radical approach which I've touched on a couple of times. My question is, why are we taking an absolutist approach to skills in the first place? As Neil alludes, skills change over time, dvelop or decay from lack of exercise. Also, sometimes skills never come up to be tested despite the fact that a character really really needs to be defined by that skill.
Now I say, look at TV series. I doubt they start from knowing what the hero can do and then work forward through logical progression to now and thus determine whether or not Michael Knight can pick a lock. They just do it and make up suitable backstory, and even then only flashback to it if its sufficiently surprising to need an explanation.
The implication is that the character always had this skill, it just never came up before. There are some systems that permit retroactive skill construction/definition, but I want to suggest something else: that skills can be called into being by the game that is currently underway.
Lets say you have your cleric and you barbarian and your theif... in story 1, they are in a dungeon crawl, and so the relavnt skills to be tested in this adventure are, say, move silently, strike blow, find traps, etc. But in the NEXT adventure they are indulging in intrigue at the ducal palace, and the relevant skills are charm, seduce, dress sense, boast etc.
There is no particular reason that the character concept per se has to be expressed in particularised terms and held static from there. There is no particular reason that the contextually relevant skill-set to be tested is defined as part of the character instead of the setting/situation. WHat you would do instead is EXPRESS an existing character in TERMS of the setting/situation-mandated skillset.