Roleplaying skill system
Nov. 19th, 2008 08:37 pmIntro
In most mechanics-based roleplaying games, outside of any specific tactical arena (such as combat for a DnD fighter, or talking/trap-finding for a DnD rogue, where abilities tend to be tightly defined and optimised), there's some sort of skill system which mediates acts like "drive fast" or "bluff a bouncer" or "climb a cliff".
In some cases, the skills shouldn't come into play, because the result should obvious, or irrelevant. However, if the GM wants to introduce some forking possibilities, and allow the characters to differentiate themselves mechanically, it comes down to a skill roll in most games.
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In most mechanics-based roleplaying games, outside of any specific tactical arena (such as combat for a DnD fighter, or talking/trap-finding for a DnD rogue, where abilities tend to be tightly defined and optimised), there's some sort of skill system which mediates acts like "drive fast" or "bluff a bouncer" or "climb a cliff".
In some cases, the skills shouldn't come into play, because the result should obvious, or irrelevant. However, if the GM wants to introduce some forking possibilities, and allow the characters to differentiate themselves mechanically, it comes down to a skill roll in most games.
( Read more... )