Post by Deleted on Nov 9, 2015 11:50:12 GMT -6
Just using the word "Skills" will automatically bring up reactions in people so I should probably call this "How to Resolved Non-Combat Actions".
There are several OSR sci-fi games and their approach to skills fall into two groups: A set of skills based on their class and level, or a number of skill points that can be used to buy skills. These types of systems were great for more Star Trek themed games, where each character has different strengths and all have to work together. But, Star Wars isn't quite like that. Look at Luke, Leia, Han, & Chewie. The can all fix stuff, fly stuff, and shoot .... well, they're all pretty bad shots. This is why I'm leaning away from class-based skills.
In my fantasy gaming, I use an archetype-based skill system. The characters define what their characters is (forex a fighter could be a barbarian, knight, swashbuckler, etc) and gain a bonus to rolls when their actions match their archetype. Unfortunately, I can't really figure out a natural set of archetypes for the SW universe.
All this makes me think of Peter Gaylord's old Blackmoor character sheet. Here, a character's skills and ability scores are listed together and use the same point scale. This seems like a good way to things. The end result is that a character will have a mix of physical attributes (strength, Dex, etc) as well as various talents (flying, fixing, etc). I'll treat them exactly the same in resolution (making a Strength test will use the same rolls as making a Flying test).
I still haven't decided how to generate such characters although I'm leaning towards different die rolls based on the character's race/background in a manner similar to Runequest. I'm also unsure just how much a character's level will figure into the various tests.
There are several OSR sci-fi games and their approach to skills fall into two groups: A set of skills based on their class and level, or a number of skill points that can be used to buy skills. These types of systems were great for more Star Trek themed games, where each character has different strengths and all have to work together. But, Star Wars isn't quite like that. Look at Luke, Leia, Han, & Chewie. The can all fix stuff, fly stuff, and shoot .... well, they're all pretty bad shots. This is why I'm leaning away from class-based skills.
In my fantasy gaming, I use an archetype-based skill system. The characters define what their characters is (forex a fighter could be a barbarian, knight, swashbuckler, etc) and gain a bonus to rolls when their actions match their archetype. Unfortunately, I can't really figure out a natural set of archetypes for the SW universe.
All this makes me think of Peter Gaylord's old Blackmoor character sheet. Here, a character's skills and ability scores are listed together and use the same point scale. This seems like a good way to things. The end result is that a character will have a mix of physical attributes (strength, Dex, etc) as well as various talents (flying, fixing, etc). I'll treat them exactly the same in resolution (making a Strength test will use the same rolls as making a Flying test).
I still haven't decided how to generate such characters although I'm leaning towards different die rolls based on the character's race/background in a manner similar to Runequest. I'm also unsure just how much a character's level will figure into the various tests.