New Skill System

CleanCutRogue's picture
CleanCutRogue
March 29, 2008 - 8:56pm
New Skill System Proposal
There are nine professional skill areas (PSAs) describing all potential aspects of a character's knowledge and ability. None of these PSAs are skills unto themselves, but instead a categorical collection of related skills. For example, you won't have a military skill. You'll have a melee weapons skill, or a demolitions skill.

More Skills. Although there exists a list of skills under each PSA, this list is not exhaustive.  Players are encouraged to develop their own ideas for skills to complete their character conceptions.  Referees must approve the skill and the PSA under which it falls.  Different players may even have the same skill under different skill areas if the Referee allows, representing different types of skill training.
For example, Sarah wants her character to be good at data encryption. She looks throught he skill lists and can't specifically find that ability.  She suggests it should fall under the Agent PSA. The Referee likes the idea and approves. Robert's character is a Military specialist and also wants skill with data encryption. He asks if he can have a data encryption skill under his Military PSA and the Referee allows it. In the end, they are both the same skill, but the training was derived from a different source. When decrypting military data, Robert's character is the obvious choice, though really they are both able to perform the skill the same.

Character Generation
All players must decide which PSA is primary to their character concept, and which two are secondary to it. List one PSA with a "P:" next to it. List two PSAs with an "S:" next to them. All seven other PSAs are tertiary to your character concept, and need not be listed on your sheet.

Your character will begin with two level 1 skills. One of which must be from your character's Primary PSA. The second can be from any skill area desired.
For example, your character's primary PSA is Military, and your secondary PSAs are Tech and Agent. You begin with two level 1 skills. One of which must come from your Military PSA, the other may come from any PSA (Military, Tech, Agent, or any other). You select Beam Weapons level 1 from Military, and Robotics level 1 from Tech.

Character Advancement
Instead of keying the costs of individual skills to the skill area itself (as it was done in Alpha Dawn rules), the costs are keyed to your PSA selections, rewarding a solid concept. Some people are good at learning sciences, some are good at learning languages... Some are natural born pilots. Whichever PSA is chosen as your character's primary one will have the easiest experience point progression. Your secondary PSAs will advance slightly slower, and all other skills will advance slowest still.

After earning experience points, players may spend them on new skills or to advance skills they already have. The cost of the new skill level depends on whether the PSA which governs that skill was important to the character concept (i.e. was selected as either Primary or Secondary to your concept). The table below summarizes experience point costs.

Table: Experience Point costs
Skill Area Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Primary
3xp
6xp
9xp
12xp
15xp
18xp
Secondary
4xp
8xp
12xp
16xp
20xp
24xp
Tertiary
8xp
16xp
24xp
32xp
40xp
48xp

Example: Logan is quite good at technical things. He can't change that about himself. Tech PSA is Primary to his concept. He's quite knowledgeable in many obscure areas and therefore Scholar PSA is secondary to his concept. Finally, he's a fair artist and that creativity often gives him insight to troubleshoot where hard facts fail him. Artist PSA is also Secondary to his concept. All other skill areas are tertiary to his concept.

He advances best at technical skills. He advances fairly well with artistic and scholarly skills, and all other skills require him to put in extra effort to master. It's just the way he's built.


He begins play with two level-1 skills, and his player selects Computers and Robotics. After a game session, the player earns 7 experience points. Since Tech skills are primary to his concept, it would cost 6 experience points to advance one of his existing skills to level 2. Alternatively, he could buy a new level 1 Tech skill for 3 experience points. If he wanted to purchase Level 1 in Pop Culture (a Scholar PSA skill), it would cost 4 experience points because Scholar is Secondary to Logan's character concept. Finally, if he wanted to buy a new level 1 skill with medicine (from the Scientist PSA, which is completely tertiary to his concept), it would cost 8 experience points, which he cannot currently afford.

Skill Checks
Where are the subskills? Where are my character's chances of success listed?

The existing Alpha Dawn skill system requires lists and tables to be present at the gaming table, something that has been an antiquated idea since the early 1990s in role-playing evolution. This skill system takes its mechanics from the way Alpha Dawn expressed chance of success in combat. This helps keep your ability scores relevant even when testing one of your character's skills. To make a skill check, use 1/2 your character's ability score relevant to the situation, then add 10% per skill level. This applies to any roll having anything to do with that skill.  There is no list of "subskills" defining what you can do with a skill: if you have a Survival skill (from the Scout PSA) for example, you get to make any roll having to do with survival in the same way.  Modifiers apply based on any situational condition the Referee decides applies.

Example: A robotics expert (someone with skill levels in Robotics, a skill in the Tech PSA) would be using his Intuition coupled with robotics skill when guessing where an access panel might be located on an attacking alien robotic technology, but if he were repairing it, he might be using Logic. There may even exist situations where the robotics skill could be used in conjunction with Dexterity or even Persuasion (haggling over the price of robotics parts with a chop shop owner?). In each of these cases, the player would use half his relavent ability score added to 10 times his skill level.

Unskilled Skill Checks
If you are asked to make a skill roll for a skill that is from either your primary secondary PSAs, yet you have no skill level in that skill, you may (if the Referee allows, based on the situation) use 1/2 your attribute but add nothing for skill level. This is called an Unskilled Skill Check.  If you are asked to make a skill check for a skill you don't possess and is one that is from a PSA tertiary to your character concept, you can only succeed on a 01-05 (which is an automatic success in alpha dawn rules).  Unskilled skill checks can be abused by players, and Referees are to be the final arbiter in such situations.

For example: Uwan is a yazirian fleeing for his life from natives on a dangerous world he's gotten himself stranded on. As he rounds a corner in the canyon, he sees a place he thinks he can quickly climb up to a higher level. He needs to do this before the natives round the canyon, or they'll see him climbing and he'll be in trouble. His player, Fred, is told to make a climbing check using his Reaction Speed. His character's primary PSA is Scout, but he never thought of devoting any experience points to a climbing skill. He is allowed to use 1/2 his Reaction Speed score and use 0 as his skill level. Since his Reaction Speed is only 45, he has a 23% chance. He fails, and is half-way up the canyon wall when natives round the corner, spears in hand. Fred decides that after the adventure, he'll buy a level of climbing if his character survives!

The Skill Areas
Rather than provide an exhaustive list of skills, this system provides nine categories of professional skill. Individual skills are to be drawn from these PSAs.  After each skill name is an example of the types of situations where that skill might come into play.  This is meant to be a short example, not a comprehensive list of all situations.

  • Agent PSA
    The Agent professional skill area governs those specialty skills associated with activities often outside the law. They deal with deception, coercion, theft, and espionage. Skilled agents can slip into an area, carry out a mission, sense any traps you've prepared for him, and if caught convince you to let him go. The Agent PSA consists of the following skills:
    • Stealth (rolls apply to prowling, hiding, shadowing, concealment, etc.)
    • Persuasion (rolls apply to con, charm, convince, intimidate, etc.)
    • Thievery (rolls apply to lockpicking, pocket picking, forgery, sleight of hand, etc.)
    • Detective (rolls apply to listening, spotting clues, gathering information, surveillance, searching for weapons, reading body language, etc.)
  • Artist PSA
    The artist professional skill area covers skills designed to create and interpret various forms of expression. Effective professional artists have a creative streak that permeates everything they do in life. Creative individuals have an easier time learning to play musical instruments, write elegant speeches or songs, sculpt things from various materials, and draw/paint their visions to canvas or paper. The Artist PSA consists of the following basic skills:
    • Visual Art (rolls cover creation or interpretation of drawings, paintings, photographs, holovideos, etc.)
    • Structural Art (rolls cover creation or interpretation of sculptures, pottery, woodcraft, leatherwork, etc.)
    • Composition Art (rolls cover creation or interpretation of poetry, stories, articles, music scores, songs, etc.)
    • Performance Art (rolls cover acting, singing, musical instruments, dancing, mime, or other forms of performance art)
  • Linguist PSA
    The linguist professional skill area is for those individuals determined to speak, read, and write every language in the Frontier. Although few player characters would select this as their Primary PSA, many may wish to purchase individual skills. Purchasing languages is handled simply: Level 1 allows for basic/halted/limited conversation, Level 2 allows basic/limited reading and writing, Level 3 means your character is fluent with a strong accent but can read/write effectively, level 4 is completely fluent and completely literate, Level 5 is able to pick up and simulate local dialects, Level 6 is a mastery normally reserved for those raised to speak to the language, indistinguishable from a native. If you want to get around in an area, building a language skill to Level 2 is typically sufficient. Starting players are automatically considered Level 6 in the languages of their native race and Level 5 in Pan-Galactic. The Linguist PSA consists of the following basic skills, but more languages can be found throughout the Frontier:
    • Human Languages
    • Dralasite Languages
    • Yazirian Languages
    • Vrusk Languages
    • Pan-Galactic
  • Military PSA
    The military professional skill area represents the specialized form of destruction practiced by soldiers, mercenaries, and even private bodyguards. Military specialists are unfortunately common throughout the Frontier. Effective military specialists can take out their enemies with speed and precision. The Military PSA consists of the following skills:
    • Beam weapons (roll defines chance to hit with beam weapons)
    • Energy Weapons (roll defines chance to hit with energy-based starship weaponry)
    • Rocket Weapons (roll defines chance to hit with rocket-based starship weaponry)
    • Gyrojet weapons (roll defines chance to hit with gyrojet weapons)
    • Projectile weapons (roll defines chance to hit with projectile weapons)
    • Archaic weapons (roll defines chance to hit with archaic ranged weapons)
    • Unarmed Combat (roll defines chance to hit while unarmed)
    • Melee weapons (roll defines chance to hit with hand-held weapons)
    • Thrown weapons (roll defines chance to hit with hurled weapons)
    • Demolitions (roll includes chance to set or deactivate an explosive charge)
  • Pilot PSA
    The Pilot professional skill area covers the operation of vehicles, military or otherwise, in stressful situations. A skilled pilot can maneuver his vehicle through tight confines, across dangerous terrain, and recover from losses of control. The following skills comprise the Pilot PSA:
    • Ground vehicles (roll for control of ground cycles, cars, and transports)
    • Hover vehicles (roll for control of hover cycles, cars, and transports)
    • Water vehicles (roll for control of boats, ships, and submarines)
    • Air vehicles (roll for control of rotor-wing, propeller-, or jet-based air vehicles)
    • System vehicles (roll for control of shuttles and fighters and short-range transports)
    • Interstellar vehicles (roll for control of large spaceships capable of FTL speeds)
  • Scholar PSA
    The scholar professional skill area involves skills that are all about knowledge. Even if that knowledge isn't quite scholarly, it falls under this skill area. Effective scholars can draw parallels between literary and historical events and apply them to what is going on around them, giving them an insight that unscholarly people might lack. Note that all rolls for scholarly skills can be made twice: first to see if you know the fact, and second to research it if you don't know it. The Scholar PSA includes the following skills:
    • Literature (rolls involve knowledge of authors and their writings)
    • History (rolls involve knowledge of the past, or researching past events, people, or places)
    • Politics (rolls involve knowledge of the inner workings of politics and bureaucracies)
    • Economics (rolls involve knowledge of the financial infrastructure of the Frontier)
    • Pop Culture (rolls involve knowledge of present people, places, and events)
    • Law (rolls involve knowledge of -and around- the laws throughout the Frontier)
    • Philosophy/Theology (rolls involve knowledge of the religions and philosophies of the Frontier)
  • Scientist PSA
    The scientist professional skill area covers those skills that deal with the living, chemical, or physical laws of the universe. Scientists give names to the unknown, bringing them into the realm of the known. A skilled scientist develops ideas or diagnosis, plans experiments, and proves theories. Whether they're in it for the discovery or for the glory, scientists are part of what makes the Frontier an exciting place. The Scientist PSA is comprised of the following skills:
    • Medic (rolls deal with the diagnosis and treatment of infections, disease, toxin, and injury)
    • Psycho-Social (rolls deal with the study of the psyche, hypnosis, and the unconscious mind)
    • Environmental (rolls deal with terrestrial land, water, and air sciences)
    • Space Science (rolls deal with astrogation, spacial physics, and starship engineering)
  • Scout PSA
    The scout professional skill area includes those skills the outdoorsman would require. Effective scouts can live off the land and survive adversity of even complex environments if they have the right materials handy. The following skills comprise the Scout PSA:
    • Animal Handling (rolls include influencing animal behavior, riding, husbandry, etc.)
    • Athletics (rolls include climbing, running, jumping, etc.)
    • Survival (rolls include procuring shelter, hunting, tracking, building fire, etc.)
    • Navigation (rolls include finding way in wilderness, charting new courses).
    • Mariner (rolls include swimming, diving, operating terrestrial watercraft, etc.)
  • Tech PSA
    The Tech professional skill area includes those skills that deal with the repair, configuration, programming, and engineering of technology. Effective Techs can repair damaged goods in adverse conditions, operate technological devices to their fullest, and reprogram captured enemy or alien technology for their own use. The following skills comprise the Tech PSA:
    • Technician (rolls include operation, accessing, and repairing vehicles and machines)
    • Computers (rolls include programming, interfacing, hacking, and repairing computers)
    • Robotics (rolls include programming, accessing, configuring, and repairing robots)

Standard Rules
Many skills from the tech skill area involve repairing equipment. These will use the standard repair rule from Alpha Dawn rulebook. Application of medical science can use the standard rules from Alpha Dawn as well, or a simpler mechanic: a successful Medic skill roll will heal a number of d10 equal to the medic's skill level, but require a like number of hours of recovery (thus a 3rd level medic might roll 3d10 and get 15... meaning he heals 15 STA if the patient rests 15 hours afterwards). If the full period of rest isn't taken, the healing will be halved.

Finishing notes:
Effort was made to allow this skill system to integrate seamlessly into existing campaigns. For example, all thirteen of the existing Star Frontiers Alpha Dawn skills are mentioned here, so converting a character is seamless. However, since there are more skills (and PSAs) than the original game, Referees might allow starting player characters to have Level 1 in a third skill drawn only from a tertiary PSA, just to round out the character and add more diversity.

The defining factors about this skill system are the following:
  • More PSAs.  There are nine PSAs for your character to choose from instead of only four (Alpha Dawn had three, and Knight Hawks added Spacer skills, an unnamed fourth PSA).
  • More Skills.  The original game had eighteen skills (thirteen from Alpha Dawn, five from Knight Hawks).  This system has 48 skills, and extreme effort was made to make these skills comprehensive.  However, new skills can be made and hopefully it will be quite obvious and instinctive under which PSA a newly-developed skill should fall.
  • Easier Gameplay.  The elimination of predefined lists of "sub-skills" and the requirement to look up their individual success rates and special rules have been eliminated, being replaced with a streamlined common rule to use in all uses of a skill.  No more looking things up in-game.
  • Secondary PSA.  To make your character more unique, you select a Primary PSA like always, but also select two Secondary PSAs.  This is possible because of the added number of PSAs, and helps make your character more individual.  For example, a character conception that is P:Military, S:Scout, S:Pilot is quite different than P:Military, S:Agent, S: Scholar.  In the original Alpha Dawn system, they both would have been Military PSA characters.
  • Experience Costs.  The cost to purchase skill levels has changed.  Rather than encouraging military skills this system encourages staying within your character concept.  You'll pay the cheapest cost for skills within your Primary and Secondary PSAs.  This is to help encourage strong archetypes, and reward players for staying within their character concept.  In the original Alpha Dawn game, the Military PSA characters achieved more skills and more skill levels than those in the other PSAs because their skills were simply much cheaper.
3. We wear sungoggles during the day. Not because the sun affects our vision, but when you're cool like us the sun shines all the time.

-top 11 reasons to be a Yazirian, ShadowShack

Comments:

Imperial Lord's picture
Imperial Lord
April 21, 2008 - 10:00am

So you actually got to play, Larry?  I am jealous!

I'm willing to move on from the spaceship skill thing.  Rule of the majority, as they say.

But one problem that I do have is basing the results of skill checks on stats.

At first, this makes perfect sense - after all, a guy with a higher LOG score should be able to figure out a computer better, right?  That is correct, from a realism perspective.

However, from a play balance perspective, I think it is a bad idea.  This puts too much importance on the players' stats, and they will fudge their start up character rolls because they think they don't have a chance to survive.  We'll start seeing 60s and 70s everywhere.  Characters with 30s and 35s will be viewed as hopeless, and largely disappear, rather than their PCs taking their bad luck like a man.

The separate skill checks allowed for a character with low ability rolls to still be viable.  Games that place too much emphasis on starting stats are generally bad.  This system swings the pendulum massively in that direction.

So my vote is "veto" on that portion of the reform.

A comprehensive list of subskills might be painful to make and balance correctly - I understand that.  But much of the work is already done - just port them over from the book.  Then round out the ones that are not in the book and we're all set.  I understand that a big part of "the point" of this whole exercise on Bill's part was to eliminate the subskills.  But I move they need to be retained and expanded, for the reasons above.


I do want to compliment Bill on some of the consolidations of the PSAs - it seems he has made some changes - reducing the number of PSAs and increasing the number of skills in each.  Although I noticed you still have not added Heavy Weapons to the Mil section...  :)  Likewise, I appreciate the unification of the XP system.  At first I did not like it, but as I examine it more and more it has grown on me, so to speak.


SmootRK's picture
SmootRK
April 21, 2008 - 10:17am
I agree with Imperial on the focus on stats (as I briefly stated on the other thread).  I think experience counts for much more than ability scores - and this is a real-life observation as well.  For instance most athletes are very very skilled in their field - raw ability is there, but it is the training that really makes athletes elite.  I know some very smart folks (old school nuclear engineering people among them), but they do not have much ability with computers unless they take the time to learn like anyone else... they still have their children show them how to do stuff with MS Office!!.. again training.

This in mind, 1/2 ability score + level is a methodology that has roots already, is easy to figure, and works relatively easily as well.  For myself, I would rather see skills with more levels (possibly costing a little less per level), and much small focus on ability scores... but that is only my own opinion.  A small modifier figured out like Punching Score (1 point for each 10 or 20 points) would be adequete for adjustments in my mind.

Otherwise, I really like the expansion yet simplification of the skill system.
<insert witty comment here>

aramis's picture
aramis
April 21, 2008 - 10:25am
Imperial Lord wrote:

Computers also make mistakes. They can also fail to optimize because they are not aware of all of the variables in the situation. Or, they incorrectly weigh the variables, etc. A highly skilled ship crewman, with the vital PRE requisites, can take care of that unknown.

It's not just a matter of pushing a button, inserting a flight plan program, and then reclining in your comfy acceleration chair until the docking sequence is complete. Normally that might be the case, but, you gotta be prepared.

But, once again, I concede to the majority...


No, computers almost never make mistakes. Programmers and operators often do.

However... the problem isn't that the SFKH skills have prerequisites, but the levels required... Level 6 computer? Level 6 Technician?

Absurd, given level 6 is as good as it gets.

Having prerequisites is good. Having absurdly high ones is not.


Imperial Lord's picture
Imperial Lord
April 21, 2008 - 10:50am
Aramis - I agree with you that the prereqs might be a little high.

Where do you think they should be?

Anonymous's picture
w00t (not verified)
April 21, 2008 - 10:50am
Imperial Lord wrote:
So you actually got to play, Larry? I am jealous!

 Smile I had flashbacks of sitting at the table with friends around Summer of '83! Awersome time and Bill's boys are GREAT role players. Playing table top is much more fun than the Gameroom but I notice we get distracted more.

Imperial Lord wrote:
At first, this makes perfect sense - after all, a guy with a higher LOG score should be able to figure out a computer better, right? That is correct, from a realism perspective.

However, from a play balance perspective, I think it is a bad idea. This puts too much importance on the players' stats, and they will fudge their start up character rolls because they think they don't have a chance to survive. We'll start seeing 60s and 70s everywhere. Characters with 30s and 35s will be viewed as hopeless, and largely disappear, rather than their PCs taking their bad luck like a man.

The separate skill checks allowed for a character with low ability rolls to still be viable. Games that place too much emphasis on starting stats are generally bad. This system swings the pendulum massively in that direction.

Just a comment about this. I rolled a really really bad character - all my stats were 30 to 35, Bill allowed me to re-roll and my highest was INT/LOG at 70 with 55 STR/STA and 40's for the rest. After the game I realized I needed to upgrade my skills in certain areas based on my poor abilities! It didn't bother me at all, part of creating a character concept. :-)

I can never change my DEX of 45 (unless spending XP) - but I can increase my training with an auto pistol. So my PC is not naturally gifted with agility but there is hope if I practice.
This makes perfect sense to me.


Now for some background and caveat (w00t is not an expert in gaming so ignore my prattle and ignorance)
Your saying that game mechanics can be based on abilities or skills (but not both, they will lean heavily one side or the other)?

If that is true I can see where GM's will lean towards their concept of the game.

In the start of the game we played I was weak in abilities and skills - so I had to come up with good ideas to keep myself alive by making the right decisions like backing our team up against the stalk of a mushroom so the Trapesaur's could not surround us.

 

 


Imperial Lord's picture
Imperial Lord
April 21, 2008 - 11:02am
"You're saying that game mechanics can be based on abilities or skills (but not both, they will lean heavily one side or the other)?"

Actually Larry, it's the other way around - "both".  My intent is to preserve character viability of someone with low ability scores.  Having "flat" (i.e. non-ability score based skill checks) is important to maintain that balance.  More tedious, but important.

Characters with great ability scores will always be at something of an advantage.  But why "up" that advantage massively by putting them into the skill system as well?

And I absolutely agree with you that good ideas and great role playing makes up for a lot of this.  But that is a universal truth about good RPGs.  A person with lousy scores can accrue extra XP by hiding in the mushrooms and avoiding the Trapesaurs, etc...  That's what it's all about.

Will's picture
Will
April 26, 2008 - 10:26am
FAMILIARITY AND SPECIALIZATION

Some skills(such as Starship Piloting) require that the character specialize in a particular discipline or type of system, while characters trained a particular skill may be more familiar with the equipment/practices they use in that skill than others.

In either case, a character can apply skill use to a discipline/piece of gear with which he isn't familiar or hasn't specialized in, at a -20% penalty.



EXAMPLE: A character with a DEX of 70 has the Starship Pilot skill at Level 1, specializing in the operation of his fighter.

If he tries to take the helm of the assault carrier on which his squadron is based, he has a (35+10-20)20% chance of flying it without damaging or destroying the vehicle.

To buy off an unfamiliarty or non-specialization penalty, the character must buy it off at an XP cost equal to the XP cost of his originial skill level.

In other words, a character must purchase the skill all over again for each discipline/vehicle/piece of gear he wishes to be completely proficient with.

EXAMPLE: The Level 1 fighter pilot wants to be completely proficient at piloting his squadron's base assault carrier(at least as proficent as a first level pilot can be). He must acquire enough XP to purchase the Starship Pilot(Assault Carrier)skill at level 1 to be able to pilot the ship without the -20% penalty.

THAT'S CHALLENGING

Certain skills have set challenges for their use, such as risk jumping for an astrogator, or selective targeting for weapons skills.

The usual penalty for a skill challenge is -30% to skill use. A character can buy off the penalty for a skill challenge at an XP cost equal to the XP cost of the current level in that given skill. 

EXAMPLE: A character with Level 3 in Beam Weapons and a DEX of 50 wants to be able to take a head shot. Targeting a part of the body is a Selective Targeting challenge and a -30% penalty, for a total chance to-hit of(25+30-30)25%.

If he wants to target a particular body part without penalty(assuming it's a primary skill), he has to pay (3+6+9)18 xp to buy off the penalty.

Partial Buyoff

Alternately, a character may only be able to buy off part of a challenge/unfamiliarity penalty. In this case, -5% of the penalty can be bought off as per a level of skill.

EXAMPLE: If the character above has a Beam Weapons skill of 6, and not enough XP to buy off the entire Selective Targeting penalty, he can opt to buy off part of it, spending (3+6+9)18 XP to have a Selective Targeting penalty of only -15%.

DUH, WHICH BUTTON DO I PUSH, GEORGE?

There may come a time when a character has to do something he's normally trained to do. 

The chance to use a skill without training is ½controlling stat-50%, if the referee rules that that such a thing is possible at all.

MY SKILL LEVEL'S BIGGER THAN YOURS

There may come times when characters have to make opposed skill checks against other characters or NPCs, such as a pilot rolling to evade incoming fire from an enemy gunner.

In this case, both players(or the player and the referee if one of those making the opposed check is an NPC)make their skill check normally, with the winner being the one who succeeds by the most percentage points or fails by the least percentage points.

EXAMPLE: The pilot of an assault scout is desperately trying to evade the laser cannon of a hostile frigate. The pilot has a DEX of 55 and a Starship Piloting skill of 4, giving him a (27+40)67% chance, while the frigate's laser cannon gunner has a DEX of 50 and a Gunner(Beam Weapons) skill of 6, giving him a (25+60) 85% chance.

Both the pilot and the gunner trying to fry him make their skill checks, the pilot rolling a 37 and the gunner rolling a 9. 

The gunner having succeded by the most, hits his target. 

Edits are in blue text(WSS 4/26/2008).
     

"You're everything that's base in humanity," Cochrane continued. "Drawing up strict, senseless rules for the sole reason of putting you at the top and excluding anyone you say doesn't belong or fit in, for no other reason than just because you say so."


—Judith and Garfield Reeves-Stephens, Federation

TerlObar's picture
TerlObar
April 25, 2008 - 3:11pm
Quote:

THAT'S CHALLENGING

Certain skills have set challenges for their use, such as risk jumping for an astrogator, or selective targeting for weapons skills.

The usual penalty for a skill challenge is -30% to skill use. A character can buy off the penalty for a skill challenge at an XP cost equal to the XP cost of the current level in that given skill.

EXAMPLE: A character with Level 3 in Beam Weapons and a DEX of 50 wants to be able to take a head shot. Targeting a part of the body is a Selective Targeting challenge and a -30% penalty, for a total chance to-hit of(25+30-30)25%.

If he wants to target a particular body part without penalty(assuming it's a primary skill), he has to pay (3+6+9)18 xp to buy off the penalty.

Partial Buyoff

Alternately, a character may only be able to buy off part of a challenge/unfamiliarity penalty. In this case, -5% of the penalty can be bought off as per a level of skill.

EXAMPLE: If the character above has a Beam Weapons skill of 6, and not enough XP to buy off the entire Selective Targeting penalty, he can opt to buy off part of it, spending (3+6+9)18 XP to have a Selective Targeting penalty of only -15%.


So I should buy off all my challenging skill uses (selective targeting, risk jumping, etc) that I can think of when I'm still level 1. That way I can buy of the -30% modifier for only 3 XP. At least that what it seems to be saying. Either it needs to made more clear, or maybe just require 3 levels to buy off and give 10% per level for the partial buy off. Why should a level 6 sharpshooter have to spend 63 XP to buy off the -30% when a level 3 character (per your example) only has to spend 18?
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Will's picture
Will
April 26, 2008 - 8:17am



What I originially intended was that a level 1 skill character could only buy off one level of challenge penalty, a character with a level 2 skill could only buy off two levels of challenge penalty, a character with level 3 could only buy off three levels of challenge penalty, etc., with each buyoff giving 5% per level.

Or, a character can only buy off a level of challenge penalty equal to his current skill level. A level 3 sharpshooter could only buy off -15% of the -30% selective targeting penalty(giving him a net penalty of -15%) for 18 XP, while a level 6 sharpshooter can either buy off the entire penalty for 63 XP, or -5% per level for a partial buyoff.

In other words, if the level 6 sharpshooter wants to buy off half the penalty, he can spend 18 XP and have a net -15% penalty, thus spending the same amount of XP as the level 3 sharpshooter for the same net penalty.

Thanks for your input, Terl, keep it coming.

"You're everything that's base in humanity," Cochrane continued. "Drawing up strict, senseless rules for the sole reason of putting you at the top and excluding anyone you say doesn't belong or fit in, for no other reason than just because you say so."


—Judith and Garfield Reeves-Stephens, Federation

Will's picture
Will
April 26, 2008 - 8:18am
The XP expenditures listed above assume that we're talking about primary skills, BTW.

"You're everything that's base in humanity," Cochrane continued. "Drawing up strict, senseless rules for the sole reason of putting you at the top and excluding anyone you say doesn't belong or fit in, for no other reason than just because you say so."


—Judith and Garfield Reeves-Stephens, Federation

aramis's picture
aramis
April 28, 2008 - 11:31pm
Imperial Lord wrote:
Aramis - I agree with you that the prereqs might be a little high.

Where do you think they should be?


half (round up) the level being purchased.

Will's picture
Will
April 29, 2008 - 1:19am
Imperial Lord wrote:
"You're saying that game mechanics can be based on abilities or skills (but not both, they will lean heavily one side or the other)?"

Actually Larry, it's the other way around - "both".  My intent is to preserve character viability of someone with low ability scores.  Having "flat" (i.e. non-ability score based skill checks) is important to maintain that balance.  More tedious, but important.

Characters with great ability scores will always be at something of an advantage.  But why "up" that advantage massively by putting them into the skill system as well?

And I absolutely agree with you that good ideas and great role playing makes up for a lot of this.  But that is a universal truth about good RPGs.  A person with lousy scores can accrue extra XP by hiding in the mushrooms and avoiding the Trapesaurs, etc...  That's what it's all about.


I remember Twilight:2000 1e attempting to balance out munchkinism in the ability score area by granting a lower expirience point base for higher scores(i.e. the higher your ability scores were, the less points you ended up with for skills....)and people still fudged and created munchkins(dead munchkins which kept coming back to life with the flick of an eraser and a simple rewrite....).

ImpLord makes a valid point concerning the ability scores, but I honestly see no good way to account for munchkinism in the system...bottom line, those who want munchkins will create them, and the only thing referees and other players can do is to put these paper demigods in the path of blaster fire as many times as the munchkins keep erasing the names on their character sheets.

That's my two centicreds....

"You're everything that's base in humanity," Cochrane continued. "Drawing up strict, senseless rules for the sole reason of putting you at the top and excluding anyone you say doesn't belong or fit in, for no other reason than just because you say so."


—Judith and Garfield Reeves-Stephens, Federation

Imperial Lord's picture
Imperial Lord
April 29, 2008 - 6:48am
Will - munchkinism?  LMAO!

I've never heard it quite put that way, but ok...I think the term I heard was min/maxing or cheeseing/cheddaring/fudging.  Anyway.

But seriously folks:  is it really that bad looking up separate skill tables that you eventually memorize anyway?  What is the big deal with that?  Why is it soooo bad that we need to push the game even more towards those initial ability score rolls?

Imperial Lord's picture
Imperial Lord
April 29, 2008 - 6:49am
Oh and Aramis -

I am cool with the lowered prereqs - but rounded up or at least 2, which ever is higher.

Will's picture
Will
May 2, 2008 - 9:06am
Imperial Lord wrote:
Will - munchkinism?  LMAO!

I've never heard it quite put that way, but ok...I think the term I heard was min/maxing or cheeseing/cheddaring/fudging.  Anyway.

But seriously folks:  is it really that bad looking up separate skill tables that you eventually memorize anyway?  What is the big deal with that?  Why is it soooo bad that we need to push the game even more towards those initial ability score rolls?


I don't know if I picked up the term from either playing GURPS or True 20, I forget which, but yeah a munchkin is also slang for a outrageously super-powered character....but I think you get my point.

In answer to your question, nothing more or less than what Emerson(or was it Thoreau, I forget)referred to as the "hobgoblin of little minds," and what my life really needs right now, consistency.

Some people like it, some people like the various tables for skills, some like both.

Or neither.

I'm personally a fan of all four options.....  

"You're everything that's base in humanity," Cochrane continued. "Drawing up strict, senseless rules for the sole reason of putting you at the top and excluding anyone you say doesn't belong or fit in, for no other reason than just because you say so."


—Judith and Garfield Reeves-Stephens, Federation

Blue Seraph's picture
Blue Seraph
May 19, 2008 - 12:47am
Bill,

Excellent work, as usual! I have a few suggestions:

Artist


These days I just hand out Art skills for free to any player who's interested. No need to spend points if you want to play the saxophone or be a master painter. Generally I've found that few players want these skills, and those who do want to add flavor or depth to their character, often at the expense of "useful" skills. As you said (although perhaps in a different context) "reward the concept."


Medical

I'm strongly in favor divorcing Medical from Science, almost exactly like SmootRK suggests (each species as a seperate skill, plus some of the Psycho-social skills.) Why? Star Frontiers is one of the few rpg's where playing a Medic really shines. The sub-skills and the various equipment give you alot of material to work with. In many other games, there's usually just a medic skill and a medkit-- about as exciting as eating sawdust. Granted, we're leaving AD's sub-skills behind with your new mod, but I propose swapping in the species skills to sustain that medic goodness.


Scholar

I'd roll up literature, history, and philosophy into a blanket skill called Academics. I'd add a new skill called Social Sciences (religion, anthropology, culutral studies, etc.) For example, if you've been captured by small primitive furry beings, you might realize they worship golden robots. Or that the cave drawings on Tantos 5 look alot like those on Minos 7, a culture that practiced human sacrifice.


Mentalist

I love psionics, so I'd add this as a PSA. It would take some work in terms of game balance, but it should be possible.

MrJupiter's picture
MrJupiter
July 14, 2008 - 8:32am

This is great material. I was a little frustrated by the way characters in Alpha Dawn tended to advance similarly in the same PSA mainskills. It reminded me a lot of early DnD (1st edition) classes where all 3rd level Thieves were pretty much the same.

I liked the way that Zeb's guide opened up the possibilities for customizing a character's abilities but felt there were just to many choices (especially when the skills of various web efforts were factored in); some of which were to focussed like Accoustics and Power Read.

I had been considering to undertake the process of trying to shoe-horn the Alternity skill list into Alpha Dawn terms but that just seemed to be such an overwhelming task that I don't think I'd ever go far with it. This skill system is a great way of adding diversity to the original rules while at the same time making them so intuitive and simple that they might actually make gameplay flow more smoothly.

CleamCutRogue your efforts (and those who have made imput on this discussion) are greatly appreciated.


MrJupiter's picture
MrJupiter
July 14, 2008 - 8:47am

Imperial Lord wrote: "Granted, I understand what you are trying to do here, and from a realistic perspective, I agree with you. However, from a play balance perspective, I disagree. Games that put an inordinate focus on stats tend to suck, as they allow bad play to be compensated by flashy rolling against the high scores. Skills are opportunities to diverge from the chains of the stats that a PC rolled in the beginning of the game. PCs with bad stat rolls get to compensate against the PCs that rolled stats like rock stars."


I was thinking a way of handling this would be to add a sort of a cushion between the halfed attribute and the skill level modifiers.


A known skill would be 1/2 Attribute + 20% plus 5% per skill level.


This would mean that the number of skill levels would have to increase to 8 instead of the current 6 to give the same odds of success at the maximum skill level of the original proposal. This will give a spread of 35% between level 1 and level 8 vs the current model's spread of 50% between levels 1 and 6.


The real benefit of this idea is when comparing non-skilled and skilled characters. Two characters of equal stats and with the same Primary PSA would have very different chances of success performing a skill action of that PSA if only one of the characters actually has learned level one of that skill: the level 1 character has a 25% edge over the character with the same PSA but without the skill level training. [see Unskilled Skill Checks above.]


Adding levels 7 and 8 and reducing the benefit of a skill level from 10% to 5% would mean adjusting the XP cost of buying skill ranks.  Maybe something like:

Table:  Experience Point costs
Skill Area  Level 1  Level 2  Level 3  Level 4  Level 5  Level 6  Level 7  Level 8
Primary       3xp       5xp       7xp       9xp      11xp     13xp     15xp     17xp
Seconday   4xp       7xp       10xp      13xp     16xp     19xp     22xp     25xp
Tertiary      8xp       14xp      20xp      26xp     32xp     38xp    44xp     50xp


MrJupiter's picture
MrJupiter
July 14, 2008 - 8:50am

Having the two extra levels available in skill advancement offers the possibility of starting a game with slightly more proficient (advanced) characters. Newbie-type campaigns would have characters start with just the two skills from their PSA choices (plus 1 skill from a Tertiary, non-PSA if you use that optional rule).

In games/campaigns where the PCs are to be somewhat more capable the referee could opt for one of the starting models below:

  • Proficient Characters: 1 skill at 2nd level (within Primary PSA), and 2 skills at 1st level (within Primary or Secondary PSAs) [*plus 1 Tertiary skill if that option is used.]
  • Advanced Characters: 1 skill at 3rd and 1 skill at 2nd (from within Primary PSA), and 3 skills at 1st (within Primary or Secondary PSAs) [*plus 1 Tertiary skill if that option is used.]

These ideas are just possible examples; the referee could set up whatever they think would be best for their games.