Skill resolution mechanics

Albert Sales drite_mi at YAHOO.COM
Tue Jan 27 21:37:00 CET 2004


I couldn't agree more (although I have seen it work in Pendragon). The streamlining will make the skill tests easier to handle to give less of an interuption. Standardized tables would even allow for true free-form play once people were used to it. The only changes I really mentioned are to reduce the number of tables and to allow open-ended testing. Open ended means the character is trying to do something, but not to a specific level.
   A different way to handle these skills is covered under strength (breaking things). Roll 1d10 and divide an "or 80" skill level by the result. This gives a huge range of possibilities, and greatly emphasizes highly skilled individuals. The "breaking things" rule is what lead to the "Work Points" (which I'm still trying to locate).
   Either way, one roll can tell you how much the character CAN accomplish in their work. The system listed in book One currently (at EL 80) gives the IMPOSSIBLE category a larger slice of the success pie than very difficult and difficult. The difficulty must be figured out for these, as well. With a free-form system, I usually ask for the test, get the results, and ask myself: "Is that difficulty good enough?" If they roled impossible, the answer is yes. Almost always for VD, frequently for difficult. It speeds up the game, and allows for smooth play when skill-tests are needed.
   Adding a standardized table would smooth this even more in that it would reduce the math required to figure out the level of success. My original description included algebraic sequence lingo. To me, that math is no more difficult than we already use, because I did it once. I'll try to find the pages to attach to a message, but they are archived on a CD, or I'll remake them by march for posting. I hope you'll like what you see, and the tables can explain themselves better than I can explain them. (Odd because I pieced them together.)

"Choinski, Burton" <Burton.Choinski at MATRIXONE.COM> wrote:
I think that in general we want to stay away from "table lookup" in terms of running the game activities (I don't thing it is a problem for character, treasure or encounter generation).

Combat and skill use is much more streamlined if all you need do is roll the dice and judge the results right there.  when you add the table lookup/cross-reference it interrupts the pace.

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