On to the next problem.
I like skills.
I like skills because they allow you to tell a story about where your character has been, where they’re going, what they want to do. It gives you great customisation and depth in a way more abstract system choices often don’t.
I also want to break down some of the things that were found elsewhere in other versions of the game (such as saving throws and attack scores) and sling them into skills to unify the mechanic.
How could we split this up then?
And for combat skills?
- One-Handed Weapons
- Two-Handed Weapons
- Ranged Weapons
Then what else do we need? What are the staples?
- Craft (various – lockpicking, trapmaking and similar would come under this as well as weapon-making).
- Knowledge (various)
- Lore (general magical knowledge).
I also intend to fold some aspects of magic into skills and to compensate for the power and scope of magic it’s an idea to thrust it into the skill system as well so magicians need to spread their spells a bit thinner.
A character would start with 10+(Intelligence+Wisdom) skill points to spend. Maximum starting skill level would be +5.
A skill (or indeed any other) roll would be d20+Stat Bonus + Skill Bonus Vs Target Number.