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Thread: Skills Issues

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    Skills Issues

    Hi folx! Here are some thoughts about Skills that have occurred to me over the years, along with my brief thoughts on them. I’m posting them here to stimulate discussion, but not to limit or restrict it. These aren’t necessarily all the issues about Skills that could be considered, nor the only thoughts about them. Feel free to post anything here that you think is relevant and reasonably constructive; you don’t have to limit yourself to what I’ve posted.

    Regardless of whatever opinion I post on an idea, I’m always willing to be convinced otherwise if you think you can do it. The fact that I’m posting an opinion doesn’t necessarily mean my mind’s made up on an issue; it just indicates my current thinking on the subject.

    Periodically I may post other questions and thoughts that occur to me.


    Q: Should we change the Skill rules so that Skills aren’t based on Characteristics?

    Steve’s Thoughts: The so-called “General Skills” were eliminated from 5E because they were an annoyance and illogicality in a system where most Skills derive their base roll from a Characteristic. However, it’s worth considering whether making all Skills non-Characteristic-based would improve the System. “Realistically,” I think that competence with most learned abilities come from study, training, practice, and experience — not innate aptitude, though innate aptitude can play a part. But as it stands in the HERO System, it’s easy to look at things and assume that for 3 points, you can buy a roll that lets a character succeed well over 50% of the time based on natural aptitude alone (i.e., a Characteristic-based roll).

    Changing to a system where all Skills with rolls start at some predefined level and can be bought up from there would eliminate that, and also tend to increase character granularity/differentiation. It would also eliminate some of the reasons for buying Characteristics at the 3 and 8 “breakpoints” (see above).

    However, it would probably mean characters would need to spend more points on Skills to reach the same level of competence, and that might entail increasing the amount of points characters are built on. It also tends to downplay the “dramatic simulation” aspects of the System, which are enhanced by letting characters have (relatively) high Skill Rolls cheaply. At present I don’t see that there’s enough benefit to make this change worthwhile.


    Q: Should we make all the Skills “consistent” in terms of how they’re purchased?

    Steve’s Thoughts: 5ER 42-43 has a nice rundown of the five different “cost structures” for Skills in the HERO System. An argument can be made that it would be better if the number of “categories” were reduced, perhaps even to just one. This would make the HERO System easier to learn and use. However, I don’t think this is worth doing. The different cost structures help to distinguish the Skills in desireable ways. Changing them to, for example, all work on a Characteristic-based roll would require a lot of contorting and cause just as many problems (or more).


    Q: Should we reduce or increase the number of Skills in the core rulebook?

    Steve’s Thoughts: I don’t see any reason to; I think the current Skill list is a pretty good one overall. But as always I’m willing to entertain motions from the floor.


    Q: Should we change or streamline Combat Skill Levels?

    Steve’s Thoughts: Everyone loves CSLs because, well, they make you better at fighting (a key element of adventure in nearly every genre) and so wonderfully allow you to differentiate or more precisely define characters. But that level of use means people pay close attention to them, and that has consequences. On the one hand, CSLs as presented in 5ER tend to lead to all sorts of questions (look at the Rules FAQ on them) and are potentially prone to abuse due to a (relative) lack of granularity. On the other hand, as those of you who have The Ultimate Skill have seen, correcting these problems required me to write about 8,000 words of text, requiring eight printed pages. There’s no way I’m going to put that level of detail in the core rulebook.

    So we’re left with three options: streamline/abstract CSLs even further (which will likely only make the problem worse); leave them as they are as the best middle-of-the-road compromise; or expand them a little bit to try to smooth out existing problems without creating new ones. I currently lean toward what’s behind Door #2, but Door #3 isn’t entirely unattractive.


    Q: Should Languages be done as Intellect Skills?

    Steve’s Thoughts: TUS 216 raises this possibility, and it’s not without some attraction (there’s some concern nimrods would think that means you have to make a roll to speak all the time — but we don’t want to try to design rules to be nimrod-proof, it’s an exercise in futility). The Language Familiarity Table would come into play as indicated modifiers to the Skill Roll. I’m not entirely sold on this idea, but it’s worth considering. At the very least, I may incorporate the TUS 216 rules as a sidebar or an option.


    Q: Should Martial Arts be changed?

    Steve’s Thoughts: It has been suggested that Martial Arts are too cheap for what they give you — that buying the equivalent to Martial Strike as, say, HA plus CSLs would cost more than the Martial Maneuver does. While there may be some technical truth to this, I don’t think that Martial Arts are unbalanced or cause any particular game problems, so I see no need to change them.
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    Re: Skills Issues

    I have 2 suggestions:

    1) At least present an option for a Single Unified Cost for Skills as a Sidebar. I think many new games find this a much better option than multiple costs for skills.

    2) I'd like to present the idea of changing the Skill System to work like the OCV/DCV combat system. You Default to 0 if you are Unskilled. Buying the 1st Rank of SKill makes it equal to Attribute/3 & each Additional Rank increases that by 1. Skills are resolved by the Skill Value being Compared to a Difficulty Value (either decided by the GM or an Oppenents SV) & using the formula for Combat: SV-DV/SV = X; X then modifies 11 appropriately. I like this because it removes "Skill Caps" & Attributes can continue to influence Skills. It also completely unifies the resolution formula.

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    Another odd idea, not sure how it would work out in general, but

    What about keeping skill rolls based on characteristics but not deciding which one.

    For instance, acrobatics.

    If you are trying to WOW an audience you would base it on PRE, if you are trying to slip through a laser net security system DEX, if you want to remember who won the olympics INT, etc...

    You would note it Acrobatics +2. For one point you still get an 8-, for 2 points a 11-

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    Re: Skills Issues

    How do you broaden or narrow a skill's base of influence (for example, you're a whiz at Poker but totally unfamiliar with other Gambling games)?
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    Re: Skills Issues

    My general thoughts on Skills:

    1. The Skill description needs to have something like "Base Time to Use" so that we have a better idea of how modifiers for rushing or Extra Time would work on the Time Chart.

    2. There should be a GURPS-like principle of 1 point for 8 or less Familiarity, 2 points for an 11- and 3 points for Characteristic-based Skill, with the bonus points working as usual (+1 per +1 for Background Skills, 2 points per +1 for other Skills).

    3. Ditch the various subcategories of Skill for Animal Handler and the like or at least make them optional.

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    Re: Skills Issues

    I should preface this by saying that I am a big proponent of the "roll high" philosopy.



    I might suggest that the current skill sytem be slightly modified. The current system is great for "can I do it or not?" type rolls, but I find it doesn't work well when you are trying to have the world's best lockpick open the world toughest lock. In theory a lockpicking roll of 8- will open anything with a lucky roll and that Lockpicking: 23- roll is just shielding you from skill penalties.

    This tends to create situations where the worlds greatest Lockpick blows his roll, but it is still possible for anybody else in the group who rolls better on their 11- roll to still open the bloody thing.

    I would suggest flipping over the values and going for a "Target Number" system. This won't even involve changing costs.

    My thoughts go something like this: Either establish a base value for the skills, or have them continue to run off of your characteristic roll. Putting points into the roll will allow to to even attempt the skill, and putting more points in would give you a "+" to the roll.

    So instead of a dex 12 character having: Stealth - 14-, 7 points

    He would instead have: Stealth +2, 7 points.

    When he wants to sneak up on someone, he rolls his stealth adding his skill bonus and the target rolls perception adding any bonuses they may have bought and the person who got the best total wins. Critically, you can just establish that certain feats (Like opening the worlds greatest lock) requires a particular total roll.

    This would have the same effect as the current rules but allows you to simplify the process immensely. No more needing to figure out how much you made your roll by vs. how much they made theirs by.
    Last edited by Jhamin; Feb 17th, '08 at 09:42 PM.
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    Re: Skills Issues

    I've often pondered just making all of the Skills 2 points for a CHA roll, +1 per point. Divorcing them from Characteristics (not my ideal, but if it happens it happens) would make them all 2 points for 11-, +1 per point, and essentially make every Skill a variation on a KS/PS/SS. This would give players and GMs tons of room to define Skills.
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    Re: Skills Issues

    I disliek the decoupling skills for characteristics, as it goes away from so many staple chaacters. Sure ,we always say a great scientist can have a !) int and just a lot of skills, but look at the characters people play.

    the geat scientist inventors have high INT scores. The super skilled acrobats have a great dexterity. Even in games where stat blocks dont immediately improve skill rolls, you see this trend.

    Some game systems use stats in certain ways, like in setting skill value caps, or affecting the experience cost of skills bought in certain areas to reflect how the natural advantage a character with superior stats has over his more mundane counterparts. I think keeping starting rolls based on stats is simply intuitive, something any new player will understand, and it works with the type of characters people want to play anyway.
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    Re: Skills Issues

    I posit that in fantasy/superheroics/science fiction supremely intelligent/athletic characters exist who in no way trained to get where they were (Spiderman's acrobatic prowess did not come from a lifelong dedication to Gymnastics, The Fixer did not train at the finest schools)
    but some who lack these gifts become very skilled as well. Therefore the perfect system would take both into account.

    Hey look! We've got that already. Yay us!
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    Re: Skills Issues

    First I would like to say that for the most part I like the skill system as it stands.

    I do, however, have problems when it comes to certain skills. Namely: Computer Use and Languages.

    Computer use is not a skill in the game. Computer Programing is, and Systems Operations, but not Computer use.

    I know a fair number of people who have trouble using programs, surfing the web, sending e-mails, and dealing with system errors. I also know a great deal of people who are wizards at using a computer and navigating the web, but have absolutely no knowledge of programming. So I would like it if this could be an added skill.

    Languages pose a slight problem to me. I noticed the problem when one GM I have said that he wanted to run an International UN Super team. Many countries have several official languages (and most of them are related to one another). India ranks in at 22, and South Africa at 11. I wanted my characters to know more than one of the official languages from their native country, but if I wanted to be strict about rules (and said GM is strict about rules) since most of those languages don't appear in the book they count as "Native", and cost extra points.

    Now, I love the language chart and how it functions, but a large number of languages are simply not represented, and they are languages that I would not consider "native languages" because they share a great deal of similarities to other languages.

    Specifically, many african languages (such as Xhosa, Ndebele, and Venda) are all related to Zulu. Most of the 22 languages of India don't appear on the chart (including Sanskrit). And the Austronesian languages are mostly left of the chart. So while Tagalog is on the list most of its related languages, including Hawaiian, do not appear.

    Because of this, if you want to adhere to the rules strictly, languages like Samoan, Malagasy, Hawaiian, Urdu, and Sanskrit must be purchased as "native languages" and therefore cost you extra points, even though they are closely related to languages that do appear on the chart.

    My solution would be to alter the chart slightly to include more of these languages. You don't need to make the chart overwhelming, You can easily list "Austronesian languages" as a group, and if needed simply list the main austronesian languages somewhere else in the book.
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    Re: Skills Issues

    Things to consider:

    1. Assuming we keep characteristic links to skills, change the break point to CHAR/3 rather than CHAR/5; this would bring the system for skills in line with the combat system, which is extremely flexible and user friendly IMO.

    2. Change the way we record skills. This is not just about presentation. Instead of Stealth 14 or less, we would record stealth as +3 - it has the same result, in effect, you roll your dice and the target number (11) is modified by +3. The advantage of doing it this way though is that, if people DO want to flip the ususal way and roll HIGH, it is far more straightforward: you simply add the bonus to the roll rather than the target number (which changes to 10)

    3. Bit of a radical one, but how about changing the target number for combat and skills to a basic 10 or less? There are several reasons why this could work:

    a) Familiarity, 1 point, 8-, Competence 2 points 9-, Skilled, 3 points 10-
    b) The break point then becomes 50/50 rather than 62.5%, so it makes more senses to have active defences - you are not at a disasdvantage. This may slow combat a little as there will be less hits, but is worth it IMO.
    c) 10 is a more usere friendly number than 11.
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    Re: Skills Issues

    Quote Originally Posted by James Gillen View Post
    3. Ditch the various subcategories of Skill for Animal Handler and the like or at least make them optional.

    JG
    AFAIK, they are optional or you can freely drop them. In any event, I say make them optional if they aren't already. I like diverse skills and just because your a Horse Whisperer doesn't necessarily mean you can train dogs or big cats.

    It would take the issue Hopcroft brought up above and make it somewhat worse I really dislike systems like Storyteller with insanely broad skills...

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    Re: Skills Issues

    Quote Originally Posted by Michael Hopcroft View Post
    How do you broaden or narrow a skill's base of influence (for example, you're a whiz at Poker but totally unfamiliar with other Gambling games)?
    Allot of skills (Gambling, Animal Handler, etc) have subcategories

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    Re: Skills Issues

    Decoupling skills from characteristics.

    I like the idea, and even though it may well make skills more expensive, that probably accurately reflects the increased time people actually spend acquiring skills at high level. Skill levels will substantially mitigate the cost of high skill lelves in many cases anyway, offset against the lack of any need to buy high INT, for example.

    I'd also like to see more made of profession skills - if you are a cop then you probably know a whole range of skills at familiarity level without buying them: perhaps a slightly more expensive PS that allows a number of associated familiarities for free - a Skill Modifier of sorts?
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    Re: Skills Issues

    Quote Originally Posted by nexus View Post
    Allot of skills (Gambling, Animal Handler, etc) have subcategories
    If all skills cost more (say 5 points each) then there would be a lot more room for characterisation with subcategories, secialisations and the like.
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