Skill system: use of phrases
jebailey:
Quote from: Callan S. on September 08, 2011, 10:43:33 PM
To humour the forum owners you'll need a link to some sort of document or web page you have about the game (if you have a blog, just link to a page where you've mentioned the game! >:) )
In honor of the rules:
http://falconrpg.blogspot.com/
jebailey:
Quote from: stefoid on September 08, 2011, 04:52:32 PM
Hi, What do you think the phrases are bring to the table? why do you want to use them? Maybe the following can generate some ideas.
My own game, Ingenero uses 'plays' which are a description of something specific a character can accomplish. Its like one of your phrases, but is meant to include descriptive terms to provide imagery and, collectively, a sense of the characters style. A play describes something a character can accomplish, and if the play is successful, then thats exactly what does happen - there is no need to interpret a successful dice roll. What occurs is exactly what is described by the play. If your play is opposed by another characters play, then whichever play is successful describes what happens next without ambiguity or modification.
What I'm attempting to do is in part based on the mathematics behind the resolution mechanics. For example, a normal character attempting to do something simple in a skill that he is trained in should be able to accomplish the task 90%+ of the time(if they even have to roll), the same character facing a challenging task in a complex scenario should be facing a 50% resolution.
In addition I have a karmic betting system, so that heroes can do heroic things when the time is right.
But to make it work I need to be limiting on the number of dice that they can pool together at any one point. So I need to limit their overall ability and I want to get them to think about character development. That's why I went for a generic verb based skill system from the beginning.
stefoid:
Reminds me a bit of Ars Magica - Create Fire (verb noun).
Maybe look up review of ars magica and see what people say about that aspect?
contracycle:
You might be able to achieve your limiting aims by uses one or other of the classes of verbs, nouns and adjectives as providing static modifiers or altering target numbers, something at right angles to simply adding dice.
Rubbermancer:
Quote
But to make it work I need to be limiting on the number of dice that they can pool together at any one point. So I need to limit their overall ability and I want to get them to think about character development.
Two elements of the system I'm currently building might be of use to you here: First, I have a "catch 22" rule, which limits the total of any die pool roll to 22. If your die pool rolls higher, you have to knock out dice until you're under, or the GM does it for you. So the more skilled you are, the smaller the dynamic range of attempt results. In my system, more challenging checks can exceed 22 in difficulty, so there's always a chance of failure, however slim, but if you roll high, and still fail, then your failure is interpreted as being the result of circumstances beyond the character's control, rather than a low quality of effort. The job of result interpretation is very fun, and it leads to interesting developments in a plot.
Secondly, try "personality" bonuses. Encourage your players to actually compose a personality writeup for their characters, and if at any point in the game they think their personality applies in a positive way to a situation, they can petition the GM for a bonus to their die pool. This works well in non-combat scenes especially.
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