Ye Olde Fantasy: Skills

In System Assumptions, I mention that there will be references to skills in the upcoming lifepath posts and various downtime procedures. If you already use a skill system, you don’t need to leave behind whatever you’re using, and you need to have a notion for succeeding, failing, critically succeeding, and fumbling. It also helps if you have a concept of how to “train” a skill – become learned in it, advance to the next category, etc.

I want to be clear that I am not saying one needs to have a skill system for old-school dungeon crawling, just that I find them useful for many of the procedures characters can take that do not involve fighting, magic, or directly manipulating objects/doors/etc.

In this post, I will provide a basic skill system for those who do not have one but want to hew closely to the proposed subsystems of Ye Olde Fantasy. Note that using skills can be somewhat contentious in adventure gaming, so it’s good to clear some principles first. These skills are abstractions – they are eliding details we either do not care about or do not require players to understand, and skills should not use skills instead of negotiating the fiction to avoid things we care about.

I often mention that I use “skills as saves,” meaning you only roll a skill check to avoid negative consequences. However, one can also argue for using a skill to gain additional benefits in appropriate situations. Skills should not roll skills without apparent consequences; the referee should rule how the fiction proceeds. Skills should not be rolled pre-emptively by the players nor called for by the referee without everyone being able to picture what is happening in the scene. If you are a player, you should tell your referee your intent for your actions and what your character is doing to achieve this, and if you are a referee, you should clearly describe what is happening and allow the players to respond in fiction.

Let’s get onto the suggested system with that pre-amble out of the way.

Skill Roll

Having played with many people from many gaming backgrounds, I find that “what do I have to roll” is one of the major stumbling blocks for new people, and with that in mind, we’ll be using Target20. I know “unified resolution” isn’t very chic with the ultra-crusty old heads, and I love using 2d6 for reaction rolls, d100 for some skills, all the xd6 stuff in TFT and HarnMaster, etc. But for ease, let’s go with a system that is “roll a d20 and try to get 20.” So we’ll be rolling:

d20 + skill level (we’ll go over that in a minute) +/- any applicable modifiers + level if the class would feasibly contribute to the task >= 20

Any roll over 20 is a success, with a natural 20 being critical, and any value lower than 20 will be a failure, with a natural 1 being a fumble.

When contesting with others, all parties roll as appropriate, and whoever succeeds with the highest total value wins, with critical successes of any value beating successes of any value.

Skills

Each skill is based on an individual D&D stat. If you prefer, you could go the Harn/OpenQuest route and use an average of two or three stats, but I have opted for one for simplicity. Most roleplaying game stats don’t make much sense when you sit down and think about them, so making Athletics be “STR + DEX” doesn’t make it any more realistic than just one or the other, although it does distribute stat importance a bit. The skill list below is a mashup of OpenQuest, Majestic Wilderlands, and Worlds Without Number – feel free to add, remove or adjust at your preference.

  • Administer (INT) – the “numbers” skill, planning things, logistics, going over records, stewardship, and knowledge of taxation, could even be roped into a component of the law.
  • Alchemy (INT) – brewing potions, making poltices, fashioning cures, turning lead into slightly not-lead.
  • Animals (WIS) – taking care of animals, husbandry, training, etc.
  • Athletics (STR) – running, jumping, climbing, sporting, etc.
  • Carousing (CHA) – gambling, drinking, partying.
  • Connect (CHA) – finding people that you are looking for
  • Deception (CHA) – Bluffing, lying, etc. Usually, this is used for how convincing you sound, but the actual bluff is something you should come up with as a player, if even abstractly.
  • Dodge (DEX) – I use this in place of mobility-based saves. If you use a saving throw system, this can be replaced with that.
  • Ettiquite (CHA) – knowing the ins and outs of the medieval social hierarchy, particularly useful for courtiers or dealing with the gentry and nobility.
  • Folk Magic (WIS) – uses of charms, simple prayers, talismans, and other “common” magics.
  • Herbalism (WIS) – the identification and application of herbs- a large component of my games. If you don’t feel this is justified, this can easily be combined with Alchemy or Folk Magic, or Physician.
  • Horsemanship (DEX) – Riding could be any animal, but I usually only require this for knightly endeavors. Peasants on a workhorse or donkey don’t need to check.
  • Know: Subject (INT) – The generic knowledge check per subject. I usually use this to encompass both the understanding of a subject and being able to convey it and the knowledge of how to research it. Each could be broken out, but my players rarely rolled “Study” when it was, so I merged it here. It could also be fun and thematic to break this out into Natural Philosophy and the 3 + 4 paths of Liberal Arts. I’ve debated doing as much, but people have been more into precise subjects.
  • Language: Specific (INT) – The ability to speak and understand verbal or somatic languages.
  • Lead (CHA) – Leadership, tactics, and sometimes even strategy. The warlord and hireling-manager skill.
  • Read: Script (INT) – literacy of a specific script
  • Melee Combat (STR) – Hand-to-hand combat. If you are using a level + class system, you may not need this. If so, replace it with “fighter level (or attack-bonus) + STR.”
  • Notice (WIS) – general perception, awareness, etc. Often used in contests against Sneak.
  • Performance: Type (CHA) – Oratory, poetry, musicianship, etc.
  • Persuasion (CHA) – Convincing, parleying, and another social greasing. Much like Deception, this shouldn’t be a replacement for describing what and/or how your character is doing to persuade others, if even just zoomed out.
  • Physician (INT) – Chiurgery, medicine, and first aid.
  • Prayer (CHA) – Participating in and conducting religious rituals. Also utilized for divine magic. If using a class + level system, replace with “Cleric levels + CHA”
  • Profession: Type (varies) – When you specify your profession, discuss with the referee what the base stat should be. This should cover most crafts and trades, although very specific ones could obviously be broken out.
  • Ranged Combat (DEX) – Bows, crossbows, slings, etc. Much like Melee – it can be replaced with an existing combat system.
  • Read: Script (INT) – Understanding the written language.
  • Resist (CON) – I use this instead of saving throws related to poison, death, physical maladies, etc. It can be replaced with a saving throw system.
  • Seafaring (CON) – Boating, navigating the open sea, deep sea fishing, rope work, etc.
  • Sleight of Hand (DEX) – Magic tricks and thievery.
  • Sneak (DEX) – Lurking and skulking.
  • Sorcery (INT) – Casting of arcane magics, summoning and binding spirits, crafting of scrolls, etc. If you are using a class/level-based system, you might not need this and can replace any calls to it with “level + INT”
  • Survival (CON) – Navigating, finding food in the wilderness, cooking, and other such practices. Also, hunting and fishing, but feel free to make those separate skills if you find that helpful.
  • Unarmed Combat (STR) – Scratchin’, bitin’, scufflin’, and generally being physically ornery with others without using weapons.
  • Willpower (WIS) – My mental-based saving throw, but feel free to replace it with whatever other system you wish.
  • Work (CON) – General labor could be covered by a profession, but also the kind of thing anyone can do and probably become better at with practice/adaptation.
  • Write: Script (INT) – Communicating a language through written form.

So those are the skills I have found helpful in my games. One can continue to break out skills into more specific use cases or group them generally. I am not someone who is particularly drawn to “elegance” in design, so I am not even sure of the exact number nor the distribution of stats. That’s just me, though.

Skill Base

Each skill will have an initial base corresponding to an attribute. Adjust accordingly if your attribute range is different.

AttributeSkill Base
31
4-52
6-83
9-124
13-155
16-176
187

For any skill that makes sense a character would be able to do, they “open” the skill at the above value for the skill’s corresponding stat. This is not universal among skills and is left up to the discretion of the table based on the character and their background. Not everyone can do Sorcery in most settings, for example.

Skill Training

When a character is told to “train” a skill in a lifepath, they double the value of the corresponding skills. So as an example – if a character has a 9 CHA and is told to train deception, their Skill Value for Deception becomes 8. If they are told to train a skill multiple times due to an event or lifepath, they mark it and perform a Skill Development roll instead.

A character can also receive instruction during downtime. I will make a post about Scholarly pursuits, but in the meantime, a shortened tl;dr version is that a character can spend a season under the tutelage of an instructor. The instructor can charge upwards of 100 times the corresponding stat value that they have, and after the season, they must succeed at the skill in question to have correctly taught the character. If they succeed, the character has yet to be “trained” in the skill, then they adjust their skill value to be double the value in the table above. If the instructor fails, the character opens the skill at the value in the above table plus 1.

Skill Development

When told to make a Skill Development roll, a character goes through all the skills they have marked and rolls it. If they fail to get a result of 20 or higher, the Skill Value is increased by 1. If not, the mark is erased without adjusting the value.

Skill Marks

Characters mark their skills for a development roll anytime they fumble or critically succeed at the skill. They can also mark several skills that the referee believes the character used in interesting or crucial situations throughout the adventure – learning under fire, so to speak.

I have also utilized a method similar to Dungeon World, where we ask questions such as:

  • Did the character explore a new location?
  • Did the character best a significant adversary or challenge?
  • Was a treasure looted from an adventure site?
  • Were personal goals/quests of the character pursued?

Answers to any of the above allow a skill to be marked, per the referee’s discretion.

Next Steps

I know that was a lot of systems-hoopla, which I am usually not a fan of. Still, I wanted to convey a foundation of what I use in my medieval fantasy campaigns that extend outside of dungeons and wildness crawls and provide a basis for the upcoming lifepath system, which references skills.

Odd ReDuel – Techniques

A few years ago I made a post about a dueling system I was using to run a less abstract, tactical version of Torchbearer/MouseGuard’s rock-paper-scissors conflict resolution. So very much not in line with the stuff I have been posting about recently, but if you find a set of rules that add fun to your game, include it. This is definitely verbose, but sometimes I have fun with very crunchy mechanisms once and a while. While at the time I wrote this “for” Into the Odd (because thats what I was running) this could obviously be used in many old school or adjacent systems.

So while I still would run a majority of combats closer to freeform, sometimes its fun to have the suspense of flipping over a card to find out your opponent has blocked when you feinted. This can be a fun minigame for knightly duels between a player character and their hated rival, or even maybe a system to throw into a small miniatures game to play out a fencing bout between generals. I definitely wouldn’t break this out for every single combat (if you could model them with roughly Into the Odd stats).

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World of Dungeons Skill Hack

World of Dungeons is a great game by John Harper, kind of a demake of Dungeon World. Even if you’re not really into story game-ish mechanics, World of Dungeons does a lot of fun things, I’m especially fond of its magic system, where Wizards are abusing quicksilver and binding spirits to do their bidding.

One thing I do not like, however, is the skill system. World of Dungeons operates on a 2d6 roll, often plus or minus a small number based on an appropriate attribute. Results of a 6 or less is a total failure, 7-9 is a complication where you sort of get what your character wanted at a cost, and 10 plus is a total success.

When you are rolling and have a relevant skill trained you can never failure. What is suggested is that the character suffers the mixed complication, but one that is worse than had they rolled a 7-9. I feel this is annoying on several levels.

One is just that I feel completely removing the chance for failure is thematically unaligned with the source material. I feel that it removes the possibility for a style of GMing that I am partial to – where even if there is a small minute sliver of a chance of a character succeeding, they get a shot at rolling. Why this is removed is because I now have to grant a partial success to someone with a relevant skill no matter how crazy or incredulous the situation is.

The other aspect of the skill system that particularly bothers me is that it adds a conditional fourth tier of resolution. Not only do I have to be able to think up (or ask for) complications on the fly, but then I also have to be able to twist them ever so slightly. There is no guidance for how to accomplish this. This ALWAYS slows down my game.

I do not run a ton of World of Dungeons any more, but I think when I do next I will just house rule skills to roll 3d6, dropping the lowest result. This gives the character a benefit for taking the skill, while still keeping the chance of failure present.

Let me know what you think of this or your experiences or thoughts working with skills in World of Dungeons.

Roll Under Skill System Hack

This takes your basic roll-under attribute check, a discrete skill list, and the basic idea from something like RuneQuest to make a system where every class can advance in skills.

Initial Skills

Take the Lamentations skills, or any other series of skills you want and set them to 0.

Rolling Skills

Any time the referee calls for a skill check roll a d20 under the appropriate attribute (which can change depending on the situation) plus the value in a particular skill.

If you get under this value, you succeed. If not, you fail and place a mark near the skill.

Advancing Skills

When you level up look over your sheet and choose up to three skills to attempt to advance. Roll a d6 and try to roll equal to or over the current skill ranking plus the number of marks next to the skill. If you do so, you advance the skill – improve the skill value by 1.

After you have attempted to advance at least three skills, erase all of the marks.

Justification

This allows anyone to advance in skills, which can be useful if you are not playing with some thief equivalent, or want everyone to be able to learn skills without having to figure out multi-classing.

This also binds the skills to a somewhat reasonable level, making it unlikely for any one in particular to contribute too much over the course of a campaign.

Insight, napkin-note edition

I have been replaying Bloodborne and recently been running Burning Wheel with a group of players that are majorly magic users. Both of these have got me thinking about Insight and risk-reward style systems in rpgs.

I’ve been toying around with the idea of Insight as it exists in Bloodborne, and I think I have came up with something I want to toy around with more. Here’s the basic top-of-my-head version with no amount of play-testing or really running it by other people for quality control.

Continue reading Insight, napkin-note edition

Odd Duel

Two games I have been obsessed with for a very long time are old school D&Ds and Burning Wheel.

I was super pumped when I initially read Torchbearer, and while it is an awesome game on its own terms, it wasn’t quite the mix of old school dungeon crawling and Burning Wheel-styled detailed systems I was looking for.

I have wanted for a long time for there to be a system similar to Burning Wheel’s Fight system, although a bit simpler, paired to D&D’s tactical hand-wavy rulings over rules.

This is my attempt at hacking Into the Odd to facilitate this kind of system.

Continue reading Odd Duel