{"id":62,"date":"2016-09-28T17:19:00","date_gmt":"2016-09-28T21:19:00","guid":{"rendered":"http:\/\/rpgpunk.com\/index.php\/2016\/09\/28\/skills-and-saving-throws\/"},"modified":"2020-05-30T11:13:36","modified_gmt":"2020-05-30T15:13:36","slug":"skills-and-saving-throws","status":"publish","type":"post","link":"https:\/\/rpgpunk.com\/index.php\/2016\/09\/28\/skills-and-saving-throws\/","title":{"rendered":"Skills and Saving Throws"},"content":{"rendered":"<p>I&#8217;m always trying to think of ways to streamline and simplify rules and mechanics. Well, that&#8217;s not really true, usually I&#8217;m trying to think of something else (Should gorilla-men who live in treehouses and dump their waste to the forest floor have any special immunities or bonuses to save against the spores and disease of the fungus-people who collect the waste?) and then I get on a mental tangent and spend the rest of the day wondering why only Thieves have skills and why they are use a percentage die system while every other dice mechanic in the damn game is a d6 or d20.<\/p>\n<p>More systems means more complication and more distractions during the game as players stop and ask which die they roll for a particular thing, and I find that terribly annoying. On the other hand, using a single die or mechanic for every single thing is boring and usually ends up with dice pools and all the bullshit and headaches that entails.<\/p>\n<p>I like to keep it simple, yet interesting.<\/p>\n<p>So I was thinking about the Prime attribute system in Castles and Crusades. It was created to simplify saving throws and skills by making them attribute checks. A Prime atribute means you have to roll 12 or better, a Secondary attribute means you have to roll an 18 or better. The GM also has modifiers (difficulty levels) that they can throw at your roll but that&#8217;s the gist of it.<\/p>\n<p>The problem is that I&#8217;ve run Castles and Crusades before, and the players were constantly confused as to which attribute was prime and what they roll and what their bonus was and&#8230; the campaign fizzled. I thought maybe it was my fault, I didn&#8217;t explain the system well enough&#8230; blaming myself, really.<\/p>\n<p>It wasn&#8217;t me though. The SIEGE system (what C&amp;C calls their mechanic) is cluncky and weird and doesn&#8217;t work all that well when you look at it closely.<\/p>\n<p>Sure, some skill might be under one of your Prime attributes, but since you&#8217;re the wrong class, you don&#8217;t get to add your level to it. Or, you are the right class, but you don&#8217;t have the right Prime attribute so you suck at something you should be good at. And why does every system want to front-load badassness into every character at 1st level? I remember back in the day all these hipster scumbags shitting on Rifts for front-loading characters and now every game does it. First level characters should be shit, and they should become slightly less shit as they gain experience.<\/p>\n<p>Especially if you aren&#8217;t playing a superhero RPG. <\/p>\n<p>When is someone going to publish a perfect system that I won&#8217;t have to rewrite?<\/p>\n<p>Anyway&#8230; here is Saves and Skills<\/p>\n<p>I believe characters should be built over time, hence the entire point of experience points and levels. Some games and players don&#8217;t use xp or levels. This isn&#8217;t for you.<\/p>\n<p><span style=\"font-size: large;\">Saving throws<\/span><\/p>\n<p>Basically the same as C&amp;C, but the terminology is removed because it is unnecesary.<\/p>\n<p>To save, roll 18 or higher on a d20. Include all applicable modifiers. The GM (me) can add modifiers to indicate the difficulty of the situation. For example, the HD of a spellcaster is added to the dificulty of any saves against that spellcaster&#8217;s magic. Or an invisible trap will be harder to detect than an obvious hole in the ground. <\/p>\n<p>If your character is a&#8230;<\/p>\n<ul>\n<li>Warrior: You get +6 to Strength based saves<\/li>\n<li>Magic User: You get +6 to either Intelligence or Wisdom saves (Player&#8217;s choice)<\/li>\n<li>Specialist: You get +6 to Dexterity based saves<\/li>\n<\/ul>\n<p>&nbsp;All characters get to choose two other attributes. The saves from each of these attributes have a bonus of +3.<\/p>\n<p>Every level your character goes up, you get a +1 to ALL saves.<\/p>\n<p><span style=\"font-size: large;\">Skills<\/span><\/p>\n<p>Skills doesn&#8217;t just mean the special skills of the specialist. Skills are pretty much anything not covered by a saving throw. For that reason, I&#8217;m not including a skill list.<\/p>\n<p>To successfully roll a skill, you have to roll an 18 or higher on a d20.<\/p>\n<p><b>Warriors<\/b> and <b>Magic Users<\/b> focus on fighting and magic. Therefore they are not as adept at things not involving those two things.<\/p>\n<ul>\n<li>Warriors and Magic Users add attribute modifiers to applicable skills.<\/li>\n<li>This gives Warriors and Magic Users a 10% chance of success at first level, not including attribute bonuses.<\/li>\n<li>Warriors and Magic Users have the possibility of selecting a &#8220;Class Skill,&#8221; which gives a particular skill the bonus of +1 per level of the character.<\/li>\n<\/ul>\n<p><b>Specialists<\/b> are all about skills. That&#8217;s the strength of the class!<\/p>\n<ul>\n<li>Specialists receive a +3 to all skills, in addition to applicable attribute modifiers<\/li>\n<li>Specialists receive a bonus of +1 per level of the character to all skills.<\/li>\n<li>This gives the Specialist a 25% chance of success at first level, not including attribute bonuses.<\/li>\n<\/ul>\n<p>Special note about <b>Languages<\/b><\/p>\n<ul>\n<li>Regardless of class, the Intelligence modifier indicates how many languages the character can speak and read, in addition to their native language.&nbsp;<\/li>\n<li>There is no maximum number of Languages a character can know.&nbsp;<\/li>\n<li>The Language skill is used to determine if the character knows a particular language when it is encountered for the first time. It is rolled as any other skill. <\/li>\n<\/ul>\n<p><\/p>\n","protected":false},"excerpt":{"rendered":"<p>I&#8217;m always trying to think of ways to streamline and simplify rules and mechanics. Well, that&#8217;s not really true, usually I&#8217;m trying to think of something else (Should gorilla-men who live in treehouses and dump their waste to the forest floor have any special immunities or bonuses to save against the spores and disease of &hellip; <a href=\"https:\/\/rpgpunk.com\/index.php\/2016\/09\/28\/skills-and-saving-throws\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Skills and Saving Throws&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_seopress_titles_title":"","_seopress_titles_desc":"","_seopress_robots_index":"","_seopress_robots_follow":"","_seopress_robots_imageindex":"","_seopress_robots_snippet":"","_seopress_robots_primary_cat":"","_seopress_robots_breadcrumbs":"","_seopress_robots_freeze_modified_date":"","_seopress_robots_custom_modified_date":"","_seopress_robots_canonical":"","_seopress_social_fb_title":"","_seopress_social_fb_desc":"","_seopress_social_fb_img":"","_seopress_social_fb_img_attachment_id":0,"_seopress_social_fb_img_width":0,"_seopress_social_fb_img_height":0,"_seopress_social_twitter_title":"","_seopress_social_twitter_desc":"","_seopress_social_twitter_img":"","_seopress_social_twitter_img_attachment_id":0,"_seopress_social_twitter_img_width":0,"_seopress_social_twitter_img_height":0,"_seopress_redirections_value":"","_seopress_redirections_enabled":"","_seopress_redirections_enabled_regex":"","_seopress_redirections_logged_status":"","_seopress_redirections_param":"","_seopress_redirections_type":0,"_seopress_analysis_target_kw":"","nf_dc_page":"","footnotes":""},"categories":[382,381,283],"tags":[408],"class_list":["post-62","post","type-post","status-publish","format-standard","hentry","category-characters","category-game-ideas","category-games","tag-skills"],"_links":{"self":[{"href":"https:\/\/rpgpunk.com\/index.php\/wp-json\/wp\/v2\/posts\/62","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/rpgpunk.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/rpgpunk.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/rpgpunk.com\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/rpgpunk.com\/index.php\/wp-json\/wp\/v2\/comments?post=62"}],"version-history":[{"count":1,"href":"https:\/\/rpgpunk.com\/index.php\/wp-json\/wp\/v2\/posts\/62\/revisions"}],"predecessor-version":[{"id":381,"href":"https:\/\/rpgpunk.com\/index.php\/wp-json\/wp\/v2\/posts\/62\/revisions\/381"}],"wp:attachment":[{"href":"https:\/\/rpgpunk.com\/index.php\/wp-json\/wp\/v2\/media?parent=62"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/rpgpunk.com\/index.php\/wp-json\/wp\/v2\/categories?post=62"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/rpgpunk.com\/index.php\/wp-json\/wp\/v2\/tags?post=62"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}