Skills Suggestions

Anonymous's picture
Anonymous
August 16, 2007 - 8:22pm

I would like to suggest a capability for non-magic using characters to be able to call upon the help of their god or whatnot for support, as non-magical characters often fall short in RPG's. If they can get some kind of boost to increase their strength or help them accomplish a dangerous feat beyond their expectations. It can help characters face magical NPC's and feel like they're on equal footing. Of course, I'm sure it will take a lot of playtesting to know whether it would even be needed, but it's out there for consideration.

I make this suggestion for game mechanics, but I am no fan of magic or pantheons. I'd like for this to succeed on the grounds that it rounds the d100 mechanic out and to encourage new ideas.

Comments:

CleanCutRogue's picture
CleanCutRogue
August 17, 2007 - 5:45pm
Smoot has a bunch of skills worked out already... I'm sure whenever he gets the chance he'll port his stuff over to the design documents... Innocent
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


Anonymous's picture
Corjay (not verified)
August 19, 2007 - 10:05pm

I was reviewing WOTC's GenCon reports and found some interesting stuff regarding D&D 4.0. They were saying that there is going to be direction for each class and each monster on what purpose they serve. They brought up how the Wizard is actually the primary character and that the other players play a support role. The fighters and paladins keep the badies busy and protect the Wizard while the Wizard preps and casts his spells. The thief, bard, go around taking out weaker, peripheral badies. And the cleric is there to make sure everybody is physically and spiritually healthy. This really helps put things in perspective.

However, I still recommend providing a better means for letting others share the limelight. But providing a perspective on individual PC and NPC roles helps a lot.


SmootRK's picture
SmootRK
August 20, 2007 - 10:49am

I uploaded the document that I was working on previously, if you guys have not noticed already.  Although I have a lot of ideas, the ideas are really raw and probably need a lot of work, commentary, and harsh critiques to iron out wrinkles.

Some areas that really need a lot of attention are:

  • New rules for Armor and Armor Skills
  • Additional Magic Skills, and Tweaks to the Magic skill concept.
  • Craft Skills
  • Any other areas one might feel like exploring.
Cheers and thanks already for the input so far.
<insert witty comment here>

Anonymous's picture
Corjay (not verified)
August 22, 2007 - 9:39am

I would recommend, first, renaming the places with the name "star" as their alternate names:

Dixon's Star is Lacos.

Madderly's Star is Kdikit.

Truane's Star is Pale.

By the way, you misspelled Theseus on the map.

Everything else on the map is great. 

The appeal that Star Frontiers has for many people is that it is a skills based system that doesn't rely on classes. The classes of Zeb's turned a lot of people off, and it is, by the way, one of the least popular games I've ever seen (though much to do with its whole presentation, but I think it was a big part of it).

I recommend the Ifshnit in the place of the dwarf.

Otherwise, It looks like you have a good start. 


CleanCutRogue's picture
CleanCutRogue
August 22, 2007 - 10:58am

I built that map for him... something for starters, ya know?  I forgot that I kept the "Star" names the same, and if I misspelled Theseus on that map then I fear I may have misspelled it on my Alpha Dawn map too :-P  I better go have a look-see!

I have no problem with "Classes" if they're used just as an organizer of skills, as in the PSAs.  Think about it... if you had a "Fighter" PSA then it's pretty much a "Military" PSA but has a fantasy feel.  I wouldn't key much else off the PSA though... for example: I wouldn't restrict weaponry based on PSA.  But if I can belong to a Rogue PSA and therefore pay less for roguish skill levels than my companions, I'll pick it. 

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


SmootRK's picture
SmootRK
August 22, 2007 - 3:24pm
Cleancut, I think you 'get it' with the organizational aspect of skills that I have in mind.  I don't intend to build in actual classes, just an organizational grouping of the skills.  Just a way for certain 'types' of characters to get skill sets at a cheaper cost based on their chosen PSA.
<insert witty comment here>

SmootRK's picture
SmootRK
August 22, 2007 - 3:34pm

For races, I think the concept of using the classic Star Frontiers races is very novel.  I do also want to build in optional races that emulate the basic fantasy iconic races (Elf, Dwarf, Halfling, etc.) but these are only included as options for referees to build alternate campaigns with.

For the actual skills, until I see an alternate treatment of the skills that I like better, I plan to emulate the Alpha Dawn/Knight Hawks skill setup with only minor changes.  The changes have more to do with technology levels and the inclusion of 'magic'.

Armor, as written, seems to create a mathematical mess, but it is similar to the existing mechanics that have been developed for SF.  A simpler method is one of my design goals.

 

<insert witty comment here>

CleanCutRogue's picture
CleanCutRogue
August 22, 2007 - 7:05pm
SmootRK wrote:
Cleancut, I think you 'get it' with the organizational aspect of skills that I have in mind. I don't intend to build in actual classes, just an organizational grouping of the skills. Just a way for certain 'types' of characters to get skill sets at a cheaper cost based on their chosen PSA.
Ya know... that lends itself well to making a "Basic Fantasy Frontiers" section at the front or in a separate book, where the only skills you have are ones like "Rogue: Level 1" or "Warrior: Level 2" etc, which would assume that level in all skills grouped under that PSA/class thingie... then the Expanded Fantasy Frontiers where skills are more discretely detailed and players have more flexibility to select skills of different costs and such.  Just an idea.
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


Corvus's picture
Corvus
August 22, 2007 - 9:32pm

I don't really have any ideas for a "basic" Fantasy Frontiers game -- I have a hard time believing anybody is going to use the Basic Game at all, really, just a personal feeling -- but I have been thinking about Skills for a fantasy game based on the SF system for a while, and here's what I've come up with.

Instead of "classes", I would divide skills by related groups, more like classic Star Frontiers: martial skills, which include weapons, armor, tactics and unarmed combat; worker or peasant skills, which include crafts/trades such as making goods of various types, teamster (wagon driver), woodscraft and so on; and knowledge skills, which would cover learning of all sorts. This divides skills along the lines of the historical "three branches of society", which are "those who fight", "those who work" and "those who pray", where "those who pray" happen to keep knowledge alive.

If you wish to make an apple pie from scratch, you must first invent the universe. -- Carl Sagan

SmootRK's picture
SmootRK
September 8, 2007 - 7:16am
Later today I will upload a slightly revised version of that document detailing some areas of SF:FF. 
<insert witty comment here>

Anonymous's picture
Corjay (not verified)
January 6, 2008 - 3:53am
A couple of skills to consider.

Slight of Hand - Pick-pocketing, illusions and trickery (modern magic). This kind of trickery is used not just to thrill young children, pick pockets, or amaze adults, but to intimidate, scare, mystify, and influence. It also allows a more dramatic flare to other types of magic, and gives place to the con artist.

Tinkering - Tinkering involves metallurgy, steam power, traps, and mechanical computers. With the help of elemental magic, a character can create golems of every kind using the tinkering skill. Blacksmiths are alchemists. Notable blacksmiths are said to imbue their objects with various magic.