r/RPGdesign • u/LucasLeGentil • 1d ago
Another Path: Skill list and Resolution system
Hello, can you give me your thought and opinion about the skill list and resolution system of my game. My objective was to have fast resolution with small number and few to no calculations.
Skills are separated in two independent groups, with each having its own pool of points to distribute. (I already talked about this choice here)
Exploration Skills
- Strength: Ability to exert raw physical power. (Examples: lifting a heavy object or breaking down a door)
- Agility: Ability to move quickly and supplely. (Examples: climbing onto a rooftop or outrunning pursuers)
- Dexterity: Ability to perform precise manual tasks. (Examples: picking a lock or forging a document)
- Stealth: Ability to avoid being noticed. (Examples: moving silently or hiding in the darkness)
- Endurance: Ability to withstand hardship. (Examples: enduring a grueling journey or resisting poison)
- Knowledge: Ability to recall information. (Examples: knowing the history or the properties of a plant)
- Lucidity: Ability to analyse and reason. (Examples: examining tracks or understanding a mechanism)
- Perception: Ability to notice things through your senses. (Examples: spotting movement or hearing a distant voice)
- Insight: Ability to discern true intentions. (Examples: detecting a lie or recognising suspicious behavior)
- Charm: Ability to earn the trust of others. (Examples: calming an animal or persuading someone)
- Presence: Ability to intimidate or command attention. (Examples: intimidating a creature or delivering a speech)
- Luck: Ability to benefit from chance. (Examples: finding the correct path or winning a lottery)
Combat Skills
- Melee Attack: Ability to make Attacks against targets within melee Range (less than 2 meters). Any Action intended to injure or otherwise hinder a target is considered an Attack.
- Ranged Attack: Ability to make Attacks against targets beyond melee Range.
- Melee Defense: Ability to block or evade Attacks made by opponents within melee Range.
- Ranged Defense: Ability to anticipate and evade Attacks made by opponents beyond melee Range.
- Vigor: Ability to withstand injuries and recover from them.
- Power: Ability to wield and resist supernatural Powers.
Resolution system
As for the resolution system:
Each skill have a value between -1 and 3.
Whenever a Roll is required, the GM specifies which Skill applies and the difficulty of the roll (between 1 and 6). The value of the Skill determines the type of Roll:
- Skill = 3: Roll 3 dice and keep the value of the highest one as the Result of the Roll.
- Skill = 2: Roll 2 dice and keep the value of the highest one as the Result of the Roll.
- Skill = 1: Roll 1 die and keep its value as the Result of the Roll.
- Skill = 0: Roll 2 dice and keep the value of the lowest one as the Result of the Roll.
- Skill = -1: Roll 3 dice and keep the value of the lowest one as the Result of the Roll.
You can find the whole chapters about skills and resolutions in the full document at pages 3 and 4 : https://ltesta.itch.io/another-path
Thanks for reading
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u/Fun_Carry_4678 1d ago
You seem to be missing a "Healing" skill, that comes up in most TTRPGs.
I am also concerned that realistically these "skills" should be related to each other. For example, I have a hard time seeing how someone could have a -1 in both Strength and Endurance but somehow have a +3 in Vigor, but your rules allow that. I feel like your combat skills should be derived, that is they are determined by combining your exploration skills mathematically.
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u/LucasLeGentil 1d ago
I understand, but I don't consider healing to be a Skill in its own right. I see it more as one of the many Proficiencies a character can have, just like blacksmithing or knowing another language.
When a character wants to heal someone, they make a roll based on the type of treatment involved: Dexterity for surgery, or Knowledge for treating a poison for examples.
As for making combat and exploration Skills dependent on each other, that's exactly what I want to avoid, in order to allow for as much variety as possible in character creation.
A character can be effective with a one-handed weapon in many different ways, and I don't want to force characters into predefined archetypes. In D&D, a Warlock needs a high Charisma score to be effective in combat, but as a result, they will also be at least decent at the four skills that depend on Charisma (Deception, Intimidation, Performance, and Persuasion). So if I want to create a Warlock who is a terrible liar, I have to work around the rules to make it happen.
Of course, my choices can lead to some unusual combinations, but I like to see it as a strength rather than a weakness.
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u/The-High-Inquisitor 1d ago
I believe I wrote up your dice resolution correctly here in Anydice. Take a look.
https://anydice.com/program/44210
Here's the likely outcomes of getting at least X using your system, rounded to a percent for simplicity:
At least a 2 Sk3: 99% Sk2: 97% Sk1: 83% Sk0: 69% Sk-1: 58%
At least a 3 Sk3: 96% Sk2: 89% Sk1: 67% Sk0: 44% Sk-1: 30%
At least a 4 Sk3: 88% Sk2: 75% Sk1: 50% Sk0: 25% Sk-1: 13%
At least a 5 Sk3: 70% Sk2: 56% Sk1: 33% Sk0: 11% Sk-1: 4%
At least a 6 Sk3: 42% Sk2: 31% Sk1: 17% Sk0: 3% Sk-1: 1%
That spread lends itself to a very particular play experience: high skills rarely fail, and low skills rarely succeed. Most games aim to have a player's success between 40 and 70 percent, but it's not a hard rule. Just consider how to explain to your players that they should expect to fail almost all of the time if they have skill 0 or lower.
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u/LucasLeGentil 1d ago
Thank you for taking the time to do this but I already did it. The table of these results is even included in the full document of my game.
And I'm aware that Skill levels have a much greater impact on the chances of success in my game than they do in most other systems. That was actually part of my goal when designing it. I like there to be a real difference between someone who's bad at something and someone who's specialized in it.
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u/The-High-Inquisitor 1d ago
No problem! Dunno why anyone would be downvoting you, sorry about that. I'm never sure if people take the time to check out their probabilities, took me all of five minutes so no worries. If you like where the numbers are at, then that's one less nail to hammer in!
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u/InherentlyWrong 1d ago
A couple of minor things come to mind reading this.
Firstly, I'm hesitant about 'luck' as a skill. Thematically it feels kind of weird, how do you 'train' Luck?
Second are you sure you want to split combat skills up between attack and defense? To my mind it isn't really an interesting choice, it's just the thing you have to pay. And it potentially creates a divide that makes ranged characters even stronger, since if they position well they'll rarely need to worry about melee defense, giving them more points to put elsewhere.
Also the Power skill being the only one related to offense and defense for it's specialisation feels a bit odd.
I've had multiple rants in the past about how I'm hesitant about there being a dedicated "Don't die" stat/skill like Vigor, since it risks being a fun tax on a character. "Take this skill to keep playing the game" ends up being a pretty mandatory choice, while it's competing for more interesting skill options.
And as a final thing, I'm not sure about skill -1. Skill 1 to 3 makes sense, you roll that many dice and keep the best. Skill 0 being 'roll 2 and keep the worst' makes a lot of sense as well. But skill -1 being 'roll 3 dice and keep the worst' only makes sense in context of the wider list of values, it's not something I would intuit. Also, do you really need it? The difference between skill 0 and skill -1 is tiny compared to the difference between skill 1 and skill 0. You can probably get away with the skill range being 0 to 3, and it'll be a lot more intuitive.