User Tools

Site Tools


rules:skills

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
rules:skills [2015/02/04 22:40] – external edit 127.0.0.1rules:skills [2020/03/08 13:13] (current) sam
Line 1: Line 1:
 ====== Skills ====== ====== Skills ======
 +
 +===== Skill Checks =====
 +
 +Characters in **YAGS** will normally have a skill in the range of 0 to 10. //Talents// are common skills which everybody has at least some ability in - they are things like //Athletics//, //Charm// and //Stealth//. All characters start with a skill of **2** in these.
 +
 +**4** is the minimum level of professional skill, and most professionals will have a skill in the range of 4-5 in their chosen subject. This is a common starting level for new characters.
 +
 +Skills of **8** to **10** are considered the upper range for most people, and it is generally recommended that 'unnamed' NPCs won't have a skill higher than 10. These people are the masters of their profession.
 +
 +The very best people in the world can have skills in the range of **12** to **15**. The lower end of the range may be the best in a fantasy setting, the higher end in a modern or futuristic setting where there is often much more opportunity to learn and study a specialist subject. However, there is no real upper limit. If someone is immortal, or extremely long lived, higher skill levels may be achievable.
 +
 +When using a skill, it is multiplied by the character's relevant //attribute//. The average adult human has a score of **3** in all their attributes. Since a d20 is added to this, a typical professional will be rolling (3 x 4) = 12 + 1d20.
 +
 +Typical attribute upper limits for characters are in the range of 5-6. This means masters of their profession can potentially be getting a skill bonus of 60 to 100.
 +
 +==== Target Numbers ====
 +
 +The Target Number (TN) is the number you need to roll in order to succeed at something. If you roll that number or higher, you succeed. For every 10 points you gain an extra level of success, which may be beneficial in some circumstances. Some example TNs are as follows.
 +
 +**10** - A very easy task that a professional can achieve automatically.
 +
 +**20** - A moderate task that a professional has a 65% chance of achieving, but which less skilled people will struggle to succeed at.
 +
 +**30** - A hard task that most professionals will struggle with (15% chance of success)
 +
 +Some TNs can reach 100 or more, but these are reserved for seemingly impossible tasks which most experts will need to find ways to reduce before they can tackle them.
 +
 +===== Skill Breakdown =====
  
 Getting a good balance between too few skills and too many skills can be quite hard, especially when the definition of these limits varies from player to player. Getting a good balance between too few skills and too many skills can be quite hard, especially when the definition of these limits varies from player to player.
Line 5: Line 33:
 Unless there's a good reason, **YAGS** tries to keep similar skills which would realistically be all known by a particular type of character as a single skill. For example, //Brawl// covers punching, kicking, wrestling and dodging - few characters would be interested in learning only one of these and not others, and it's fairly realistic to bunch all such abilities together. Exotic martial arts also come off //Brawl// - anyone specialised in such things is going to be good at //Brawl// as well, so it makes sense for them to be a specialisation of the broader skill. Unless there's a good reason, **YAGS** tries to keep similar skills which would realistically be all known by a particular type of character as a single skill. For example, //Brawl// covers punching, kicking, wrestling and dodging - few characters would be interested in learning only one of these and not others, and it's fairly realistic to bunch all such abilities together. Exotic martial arts also come off //Brawl// - anyone specialised in such things is going to be good at //Brawl// as well, so it makes sense for them to be a specialisation of the broader skill.
  
-In fact, all combat skills are heavily simplified. There is a single //Melee// skill which covers all melee weapons not covered by //Brawl//. //Throw// covers rocks, spears and grenades. //Guns// covers all forms of personal firearms. However //Bow// and //Crossbow// are different skills.+In fact, all combat skills are heavily simplified. There is a single //Melee// skill which covers all melee weapons not covered by //Brawl//. //Throw// covers rocks, spears and grenades. //Guns// covers all forms of personal firearms.
  
 Likewise, //Science// is a single skill which covers everything from particle physics to genetics. Obviously, this is a broad range of subjects and it's unrealistic to have a single skill cover everything. This is where Techniques come in. Likewise, //Science// is a single skill which covers everything from particle physics to genetics. Obviously, this is a broad range of subjects and it's unrealistic to have a single skill cover everything. This is where Techniques come in.
Line 11: Line 39:
 > Broad skills also greatly simplifies how related skills are dealt with. For example, if each martial art was it's own skill, how do we handle a street brawler with a //Brawl// of 6 who starts learning //Karate//? If they have a //Karate// of 1, how do they compare to someone with a //Brawl// of 2 but a //Karate// of 3? Either the lower skill is never used, the skilled fighter is greatly disadvantaged if he tries to use new skills, or we need a complex system of skill relationships. > Broad skills also greatly simplifies how related skills are dealt with. For example, if each martial art was it's own skill, how do we handle a street brawler with a //Brawl// of 6 who starts learning //Karate//? If they have a //Karate// of 1, how do they compare to someone with a //Brawl// of 2 but a //Karate// of 3? Either the lower skill is never used, the skilled fighter is greatly disadvantaged if he tries to use new skills, or we need a complex system of skill relationships.
  
 +Some examples of skills are given on the following pages:
  
 +  * [[./skills/core]] - Core skills common to most genres and settings.
 +  * [[./skills/professions]] - Professional skills.
 +  * [[./skills/fantasy]] - Skills common to a fantasy setting which aren't part of the core skills.
  
 ===== Techniques ===== ===== Techniques =====
rules/skills.1423089654.txt.gz · Last modified: 2015/02/04 22:40 by 127.0.0.1

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki