Post by Finarvyn on Apr 24, 2010 6:17:09 GMT -6
There is a discussion about skills in a thread on theRPGsite. One of the things mentioned was the prospect of using C&C's SIEGE engine for an OD&D-style skill system, so that players could improvise skill actions and a DM wouldn't have to generate large lists of skills.
Philotomy Jurament said:
Here is my thought, edited slightly as I think more about it:
I was going to suggest the SIEGE engine from C&C as well.
I think that the SIEGE mechanic uses 12/18 (I know I use different numbers for different camapigns, so I may be mis-recalling the actual numbers) and assumes that 12 is the number to beat for a prime roll and 18 for a non-prime.
You could make a three-tier system to modify SIEGE to avoid the wacky results:
12 Both in-class and prime stat skill
15 Either in-class or prime stat skill
18 Neither in-class or prime stat skill
This would mean that the Ranger would be able to roll against a 12 in ambush situations (in-class and prime) but the Cleric has to beat a 15 (prime but not in-class).
What do you think?
Philotomy Jurament said:
You have to decide what is most important: class and background, or skills and stats. Then have the less important one act as a modifier on the other one.
You mentioned hunting. Instead of trying to base it on stats, I'd base it on what makes sense. That is, if you've got a PC with a woodsman background, or a PC that is a trained archer, they're going to have a lot better chance than a magic user who stays inside and studies scrolls and such all day. I'd assign my probability based on that. If I decided a roll was necessary at all, I'd use stats to modify the base probability, which I'd just assign as I thought was appropriate, given the PCs in question and the specific circumstances.
Personally, I don't think OD&D (or S&W) is a very good fit if you're looking for task resolution modeled with stats and skills. OD&D is very much a class/level approach. The 1e AD&D Secondary Skills are just about the best "skill system" for traditional D&D that I've come across. If you want a stats/skills model, there are a lot of other games that do it better.
If you're dead-set on it, though, you might try C&C's SIEGE engine approach. However, be prepared for "that's just weird" situations with that, too. (It's one of my criticisms of the SIEGE engine: it's a universal mechanic that is shoehorned into everything, even when something else would model things better. The most grating example, to me, is Clerics (with high and Prime Wis) being the best ambush detectors, even when a Ranger is in the group...
You mentioned hunting. Instead of trying to base it on stats, I'd base it on what makes sense. That is, if you've got a PC with a woodsman background, or a PC that is a trained archer, they're going to have a lot better chance than a magic user who stays inside and studies scrolls and such all day. I'd assign my probability based on that. If I decided a roll was necessary at all, I'd use stats to modify the base probability, which I'd just assign as I thought was appropriate, given the PCs in question and the specific circumstances.
Personally, I don't think OD&D (or S&W) is a very good fit if you're looking for task resolution modeled with stats and skills. OD&D is very much a class/level approach. The 1e AD&D Secondary Skills are just about the best "skill system" for traditional D&D that I've come across. If you want a stats/skills model, there are a lot of other games that do it better.
If you're dead-set on it, though, you might try C&C's SIEGE engine approach. However, be prepared for "that's just weird" situations with that, too. (It's one of my criticisms of the SIEGE engine: it's a universal mechanic that is shoehorned into everything, even when something else would model things better. The most grating example, to me, is Clerics (with high and Prime Wis) being the best ambush detectors, even when a Ranger is in the group...
Here is my thought, edited slightly as I think more about it:
I was going to suggest the SIEGE engine from C&C as well.
I think that the SIEGE mechanic uses 12/18 (I know I use different numbers for different camapigns, so I may be mis-recalling the actual numbers) and assumes that 12 is the number to beat for a prime roll and 18 for a non-prime.
You could make a three-tier system to modify SIEGE to avoid the wacky results:
12 Both in-class and prime stat skill
15 Either in-class or prime stat skill
18 Neither in-class or prime stat skill
This would mean that the Ranger would be able to roll against a 12 in ambush situations (in-class and prime) but the Cleric has to beat a 15 (prime but not in-class).
What do you think?