Talk:Flux RPG/Skills and Abilities

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[edit] Talk Pages TOC

[edit] What is this page?

This area will be for discussing skills and abilities that are not directly spell casting type magics.  :-)

Right now, this should just be basic brainstorming of names and thoughts, not the mechanics behind them or how they could work in game. We can work on Effects, requirments, and how to's later after the Core Mechanics are finished.

I have to agree here. Until there is more solid in place, anything here is even more conjecture and guessing than usual. hehe. Emry 00:49, 9 April 2009 (UTC)

[edit] skills

(moved from top page)

Skills is an area where we have to worry less about copy right issues. Skills in most game systems come straight out of every day usage anyway.

We need to decide which skills we want in our game system.  :-)

Also, do we want to start with a medieval theme and go from there, or perhaps separate skills into categories like:

  • Medieval
  • Sci-Fi
  • Modern
  • Any

etc…

Emry 02:29, 25 January 2009 (UTC)

We should just use all the skills we can think of, and let the GM use what he wants on a case by case basis. Fazanatox 00:46, 8 April 2009 (UTC)


At this point in time skills are not divided according to any particular genre. This will come with time, when it comes time to apply the system to a set game world or game concept.

What the skills might look like with number

[edit] Social Skills

  • Negotiation
  • Intimidation
  • Persuasion
  • Conversation
  • Language (Other)

[edit] Technological Skills

  • Computer Use
  • Driving (Automotive)
  • Pilot (Air Craft)
  • Pilot (Boat)
  • Pilot (Ship)
  • Sailing
  • Electronic Repair
  • Electric Repair

[edit] Craft Skills

[edit] Combat Skills

  • Unarmed Combat
  • Small Arms
  • Archery
  • Knives
  • Swords
  • Clubs
  • Staves
  • Spears
  • Whips/Chains


[edit] Uncategorized Skills

If you are not sure where a skill goes, put it here. We will get them all sorted out eventually.

I borrowed these from other sources that most should know.

APPRAISE

BALANCE

BLUFF

CLIMB

CONCENTRATION

DECIPHER SCRIPT

DIPLOMACY

DISABLE DEVICE

DISGUISE

ESCAPE ARTIST

FORGERY

GATHER INFORMATION

HANDLE ANIMAL

HEAL

HIDE

INTIMIDATE

JUMP

KNOWLEDGE

  • Arcana (ancient mysteries, magic traditions, arcane

symbols, cryptic phrases, constructs, dragons, magical beasts)

  • Architecture and engineering (buildings, aqueducts, bridges, fortifications)
  • Dungeoneering (aberrations, caverns, oozes, spelunking)
  • Geography (lands, terrain, climate, people)
  • History (royalty, wars, colonies, migrations, founding of cities)
  • Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)
  • Nature (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin)
  • Nobility and royalty (lineages, heraldry, family trees, mottoes, personalities)
  • Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)
  • The planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, elementals, magic related to the planes)

LISTEN

MOVE SILENTLY

OPEN LOCK

PERFORM

  • Act (comedy, drama, mime)
  • Comedy (buffoonery, limericks, joke-telling)
  • Dance (ballet, waltz, jig)
  • Keyboard instruments (harpsichord, piano, pipe organ)
  • Oratory (epic, ode, storytelling)
  • Percussion instruments (bells, chimes, drums, gong)
  • String instruments (fiddle, harp, lute, mandolin)
  • Wind instruments (flute, pan pipes, recorder, shawm, trumpet)
  • Sing (ballad, chant, melody)

PROFESSION

RIDE

SEARCH

SENSE MOTIVE

SLEIGHT OF HAND

SPEAK LANGUAGE

SPELLCRAFT

SPOT

SURVIVAL

SWIM

TUMBLE

USE MAGIC DEVICE

USE ROPE

[edit] Abilities

  • Two weapon use - the ability to use a weapon in each hand. (1 handed of course, ?2 handed?)
  • Double shield bearing - can use two shield at once
  • Multi shot - loose multiple missiles at one time from one projectile weapon attacking one target.
  • Split shot - loose multiple missiles at one time from one projectile weapon at multiple targets.
  • Multi throw - throw multiple weapons at one time at one target
  • Split throw - throw multiple weapons at one time at multiple targets.
  • Hypnotize - Using words and movement, cause someone to become distracted from all things for a time.
  • Feint - Trick someone into thinking you have fallen.
  • Bull rush - charge into someone, making them fall prone.
  • Sunder - Disarm someone while armed yourself.
  • Disarm - Disarm someone while unarmed.

[edit] Attributes and Skills (Moved From Main Talk Page)

This section is for the mechanics of skills and attributes, any information regarding skills and attributes that do not pertain to the core mechanics should go to the following. Skills Attributes

[edit] Attribute Skill Interaction

How should attributes and skills interact? Should attributes provide a bonus to skills, or be used to decide a skill cap?

Should they be separate from skills all together, and just do different things?

I personally feel that there should be some sort of interaction between the two, if for no other reason than realism. A person who is strong and skilled will deal more damage than a person who is week and untrained in combat.

Emry 03:30, 23 March 2009 (UTC)

Maybe we could use a standard multiplier or formula to put a cap on skills. I.E. STR of 15 x random easy to use number 10 equals a max strength derived skill cap of 150. OR ALT 10 x AGL 15 x anothr easy number that is low 1.5 equals 225 max video game playing skill cap.

I think this could work if ironed out because you might have the natural ability to do something, but without practice you can't do it. I will work on this, and get back to define and defend it when I can actually think.


The idea does not sound bad, but will need some tweeking. Maybe a number like 1.5 or 2 would be better. This would keep characters from having massive amounts of skill with minimal amounts of attributes. Or do we want the attribute scores to be more/less significant (depending on viewpoint). Of course, if we do use a larger number like ten, and make attribute progression slow, then it is possible that the attribute value could be added directly to the value of a skill for dice rolling purposes. i.e Strength 10 + Swordsmanshp 99 gives an effective skill of 119. Thoughts, commants? Concerns? Flames? Emry 09:49, 10 April 2009 (UTC)
I don't care for the idea of Attributes directly effecting skills. I really like the idea of Attributes only contributing to Maximums, but that is just my opinion. As for the multiplier, I just used 10 cuz all I had to do was add a zero, using 2 or 3 would be fine. It all depends on how we want to scale things. If the difference between making a bird house and a dog house is 5 skill points, but the difference between building a house and a castle is 100, there is a problem. I just think it would be easier to show difficulty with larger numbers because there is a better chance for definition. Example: On a scale from one to ten how much does breaking your arm hurt? maybe a 7 or 8. How much does giving birth hurt? A 10, no doubt, but that is not much higher than breaking your arm an a small scale, now change it to a 100 point scale, the arm is around 72, birth is 100. seems like a much bigger difference. Using smaller numbers won't be a problem, it will just take more planing. What will the building a house take, compared to a castle? Fazanatox 21:55, 10 April 2009 (UTC)

[edit] Skill interactions and reuse of Knowledge (Maybe not a good title?)

For skills I think we should continue with how the skills are arranged as of now (ie Social:..., Technological:..., Combat:...) but make sure to get rid of the "uncategorized" option. On top of the separation of the skills make them into a Major:Minor system.
I couldn't think of a good way to put this, so I'm using this:
 Each weapon 'type' has a common 'essence' or property that makes its use similar to others 
 within the same catagory...
 ... regardless of shape, size, or form.
 This is not to say that each particular tool does not have its own specific nuances which must
 be learned to be effective with that weapon, but rather that seeing beyond the form allows us 
 to expand our ability by recognizing the similar nature of 'like' impliments.
 This idea can be understood if we train with knives AND swords. When we make the jump to this new 
 perspective, we suddenly see that a knife is a sword with a shorter handle and blade.
 What does this do for you? It effectively...
 ... doubles the number of techniques that you can do with the knife BECAUSE of your sword training.
 You will do things with the knife that most people, including your assailant, simply never think 
 of. The lessons learned with the sword will have crossed the void of understanding to effect every 
 aspect of your weapons use, both armed and unarmed.
 Carry this concept further and you will do the same with every weapon at your disposal. The...
 ... hanbo, or short stick/cane weapon, takes on characteristics of the sword - without a cutting 
 edge...
 ... the sword, likewise, borrows techniques and strategies from the staff weapons to become a 
 leveraging and striking weapon - both in and out of it's scabbard...
 ... the gun becomes a striking weapon, the throwing star a cutting weapon, and so on...
 The mastery of weapons relies, not on your ability to learn techniques and tricks with each weapon, 
 but...
 ...to bridge the gap of seeing each individual weapon as such to seeing weapons as extensions and 
 aids - tools if you will - that add to your unarmed 'Taijutsu' skills and give you an advantage 
 over your assailant.
 http://www.warrior-concepts-online.com/weapons.html
What this should do on "paper" would make it whey your Major skill is equal to 10% of the average of all the minor skills that belong to it. (Major=average of minors/10)Fazanatox 00:44, 8 April 2009 (UTC)