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Old 07-11-2018, 09:54 AM   #9
A Ladder
 
Join Date: Dec 2012
Default Re: Minimum Skill Count

I run adventures, not "we're real life people in real life doing real life stuff", so I expect my players' PCs to adventure competent. This doesn't reflect real life but I think reflects more of what people who play RPGs expect to be doing.

I don't necessarily follow Kromm's List of SkillsTM but I do suggest my players have most of the following categories covered:
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a Hand to Hand combat skill
a Melee weapon skill
a Ranged weapon skill
An "info gathering" skill: think Forensics, Search, Observation, Research, etc.
A "social" skill: anything from Intimidation, Fast Talk, Savior-Faire, Carousing, etc.
A "I know something about my background" skill: This where Area Knowledge, Streetwise, more Savior-Faire, Computer Operation, etc. come in.
A "getting around" skill: Driving, Riding, Navigation, Boating, etc.

The following skills are not mandatory, but if you don't have them you will be seriously inconvenienced in my games and will probably cause your teammates to fail at a mission: Stealth, Throwing, Climbing, Swimming, First Aid.

Then after those bases have been covered players are to add skills that their character should have (Wizards: pick up Thaumatology and some Hidden Lore, Detectives: grab Law (Police) and Interrogation, Ninja: Acrobatics and Camouflage, Infiltrator: Lockpicking and E/O: Security, etc.). Some character archetypes need more skills to do their job, some less.
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So in my games I expect players to have a minimum of at least 12 skills. They typically have more like 20+. I expect my players to get in fights (with or without weapons and at a variety of ranges). I expect my players to have to find out info, influence NPCs, and come up with ways to get into dangerous or hard to get to locations. There will be most likely times when they need to sneak, toss something, get over a vertical obstacle, or not drown. I also let my players split up, get captured, and/or generally might not always be able to rely on their Specialist buddies to carry them through every scene where they neglected to put points.



I always tell my players to set aside at least 30 points for skills. If I see a character sheet that's just Attributes and Advantages I send it back to them to revise. If they don't....well their PC gets punished in game. Not because I'm mean, but because this will probably come up: "Roll Strength based Climbing at -2 to hold onto the bridge because it's swaying and your buddies doused it in flammable oil...Oh? No Climbing? Default is attribute -5, but remember the additional -2."
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