This will make them weaker at broad Skills, but many believe this is worth it. Another player can customize to their heart's content, with boundless ways to define their character. I find then that one player can simply assign their Skill points and be done with it in less than 5 minutes. You could then define many +3, +4, +5 Specializations (maybe sleight of hand or disguise?), but then allow players to create their own. With this type of system you will have to define almost all of the +2 Skill Specializations like "Move Silently" or "Hide" under the Stealth Skill. You have to determine if it is worth the distinction. However, you are then lowering your overall Education level. Maybe you could impress people with your knowledge. ![]() If you took your Education from 3 down to 2 and took Elven Wines +5 you would know a ton about different vintages of Elven wines, possibly their history, and how they may relate to your world. In this case, because you didn't specify an Acrobatics Specialization, your bonus would be your Athletics +3. The problem arises now when you are crossing a rickety old bridge or a rooftop and you need to make an Acrobatics check. When you perform a Strength test you add your Athletics and Strength score together for a +5 bonus. You get a bigger bonus the more obscure the stat is.įor example, you might lower your Athletic Score from 4 to 3 and then take Strength +2. Then, to gain a Skill Specialization you subtract 1 from a Skill, but then add a larger bonus to a Skill Specialization that is more refined and one you will use less. You could easily skip the one negative number, but sometimes people enjoy complaining about their one really bad stat. This makes assigning points easy, avoids too much min/max, makes you think differently when assigning your worst or best Skills, and assigns a negative number to one which feels like "man, I am really bad at Stealth" (or whichever). To begin creating a character, I have players assign a stat of 5, 4, 3, 2, 1, 0, -1 to each of these Skills. What is important is to allow Skill Specializations for each of these Skills. ![]() You can come up with your own preferred list. This is hard to balance, but do your best! In my game I have:Īre these all perfectly balanced? No, but I try. They can be whatever you need to fit your game, but you should try to make them all somewhat even in importance. You should really only have about 5-10 non-combat skills in your game. ![]() Keep Combat and Non-combat stats completely separate.ġ) Develop broad lists of non-combat Skills, which can then be refined.Develop broad lists of non-combat Skills, which can then be refined.While working on RPG design I have grown to feel pretty strongly about two things when designing how you lay out your Attributes, Skills, and other stats:
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