Recently the G-Plus OSR community has been talking a lot about skill systems. So here's my current take on it.
Skills are a thorny subject in the context of old school gaming.
Learning to embrace the freedom that comes from forgoing codified action
resolution is one of the major experiences of old school play, and yet
it can't be denied that delineated skills show up early in role-playing's
history. And it can't be ignored that most people, when role-playing, expect to have defined skills on their character sheets.
Skills are definitely utilitous, from a purely procedural perspective. They offer quick clear means to resolve events and to define the capacities of characters. Unfortunately they tend to take the narrative away from discussion and negotiation, turning it over to the dice instead. And they curtail player initiative by discouraging any action that doesn't have a clear numerical advantage behind it. Players blanch at trying anything they can't calculate the odds on, designers try to get over this by expanding the skill list, until the track leads to something like Basic Role-Playing as implemented in Runequest where even such specific actions as drawing a map and appraising the value of gems are defined skills.
But still, it's tempting to add skills to the game. Class options can be expanded handily simply by adding some skill to the regular classes. Rangers and Druids are pretty much just Fighters and Clerics with some Wilderness Survival training, after all. And it allows for slight variations without having to build whole new classes to accommodate them. No need to figure out a "Sailor" class when you can just add Semanship to any character. The trick is adding an option that by its presence doesn't imply everyday-incompetence in characters without the skill, nor demands that a whole host of numbers be added to the character sheet just to address edge cases.
Well ... I'm out of preamble chatter, so here's what I've got. I call my approach Genius, as in "He has a genius for weaving tapestries."
The core mechanics I've built Genius around I first saw in Christopher Cale's Backswords & Bucklers, his reinterpretation of S&W: White Box for urban adventures in Elizabethan England. I've since found it earlier utilized in Rob Ragas's alternate White Box thief class, the Treasure Seeker, published in Knockspell issue #2. I've yet to see it in an earlier source, so I assume, until shown otherwise, it's Ragas's invention.
Regardless of origin, the approach immediately appealed to me because it put the focus of resolution not on pass/fail, but on time, the most important resource of an adventurer, the passage of which is the danger intensifier of any adventure. It doesn't really matter if you can unlock the door, so much as if you can unlock it before being discovered by somebody with reason to stop you.
Genius, a System for Character Excellence
Every character has aptitude in a non-combat, non-magical field of expertise. All characters start with 1 point of Genius to define as they choose. Characters of the Journeyman* class gain an additional point of Genius every two levels, all other classes gain 1 point every four levels. Points of Genius gained after the 1st level may be added to an existing field of expertise, or used to start ones new to the character.
*The Journeyman is my take on the role typically filled by the Thief
Some potential types of Genius:
- Wilderness Travel
- Ancient Lore
- Masonry & Construction
- Religious Ceremony
- Weaponcraft
- Politics & Statecraft
- Seamanship
- Trade & Barter
- Burglary
- Taxonomy of Monsters
- Forgery & Counterfeiting
- Brewing & Cooking
- Music, Dance & Theater
- Alchemy
Defining Genius
A Genius should entail broad related areas of endevour, any one Genius enough to qualify as a full career in itself. A good rule of thumb is that any single Genius should imply at least two distinctly different kinds of activity. For instance, Seamanship entails knot-tying and ship-building, and Burglary entails stealthy movement and maintaining underworld contacts. Goals of action cannot be forms of Genius in themselves (Persuade, Intimidate, Deceive, Climb, etc.).
Casual use of genius always succeeds; a sailor can tie a quick knot, a ranger can find fresh water in a forest, a sage can name an ancient queen, all without needing to throw dice.
Casual use of genius always succeeds; a sailor can tie a quick knot, a ranger can find fresh water in a forest, a sage can name an ancient queen, all without needing to throw dice.
Resolving Challenging Use of Genius
To check genius in a challenging situation, throw 1d6 twice. The first throw determines how many units of time the effort takes. This can be days, hours, turns or rounds depending on what makes sense for the situation (maybe even years!) but usually it’ll be turns.
The second throw determines positive or neutral results. Add the points of a character’s relevant Genius to the throw, and the relevant attribute modifier if the referee allows it. If the total is 6 or higher, the effort succeeds. Characters may subtract 1 from the initial time result for every point a successful throw exceeds 6. If after modification the time throw is zero or less, the effort requires only one unit of the next lower time increment (hours down to a turn, turns down to a round, and so on)
Characters only know if they succeeded or failed after the determined interval has passed. Conditions permitting, they may keep spending time to make further attempts at the same effort until they succeed.
If the attempted effort would require less time than is relevant to the current context of play (rounds when exploring a dungeon, turns when crossing wilderness) then don't bother rolling, just call it a success and move on.
The second throw determines positive or neutral results. Add the points of a character’s relevant Genius to the throw, and the relevant attribute modifier if the referee allows it. If the total is 6 or higher, the effort succeeds. Characters may subtract 1 from the initial time result for every point a successful throw exceeds 6. If after modification the time throw is zero or less, the effort requires only one unit of the next lower time increment (hours down to a turn, turns down to a round, and so on)
Characters only know if they succeeded or failed after the determined interval has passed. Conditions permitting, they may keep spending time to make further attempts at the same effort until they succeed.
If the attempted effort would require less time than is relevant to the current context of play (rounds when exploring a dungeon, turns when crossing wilderness) then don't bother rolling, just call it a success and move on.
Miraculous Results
If a character has enough of a bonus between Genius, attribute modifiers and magical benefits to guarantee success (+5 or more) they may try for miraculous results, literally fantastical feats beyond the ken of normal mortal arts. Simply subtract 5 from the total bonus and otherwise resolve the attempt as described above.If the character succeeds, they have performed a miracle, fit for legend.
A Miraculous use of the Textiles Genius; she's sewing together a cloak literally made from the laughter of children. |
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