mike wightman
SOC-14 10K
As I posted in the skills thread, my thinking is that skills are more than just 'skills' - they are a measure of training, experience, and yes, skill. They should be broad and applicable in many situations, not just the situation the skill name suggests.
Nor do I think you should be using skills as 'tasks' - players should role play and the referee and players only turn to the dice to resolve a critical situation.
In a critical situation the player or referee could find an unexpected reason why a particular skill could affect the outcome.
To that end there is no task system, rather there should be a referee's guide to resolving a critical situation involving a throw of the dice.
The referee should decide on the target number - but should be armed with the % chance of success table, i.e. the referee should be aware of the odds.
The DMs should be a result of negotiation and the player's roleplaying.
This sums it up:
Saving throw system.
In uncertain critical situations the referee may call for the player to make a saving throw in order to overcome the adversity.
The throw is made on 2d, with DMs based on skill, characteristics, prior experience, environmental circumstances, and any specialist tools needed for the throw.
It is for the referee to decide on the target number for the throw to be equalled or exceeded, and the exact value of any DM (whether it is beneficial or a hindrance) from the above factors. The referee may alternatively decide that a successful outcome occurs if the throw is less than or equal to the target.
In the following skill descriptions examples of saving throws and DMs are provided to guide a referee, but an experienced referee should be free to determine the saving throw target number and DM values to suit the particular circumstance.
<Insert skill descriptions and sample throws.>
Remember what followed the skills in CT?
Nor do I think you should be using skills as 'tasks' - players should role play and the referee and players only turn to the dice to resolve a critical situation.
In a critical situation the player or referee could find an unexpected reason why a particular skill could affect the outcome.
To that end there is no task system, rather there should be a referee's guide to resolving a critical situation involving a throw of the dice.
The referee should decide on the target number - but should be armed with the % chance of success table, i.e. the referee should be aware of the odds.
The DMs should be a result of negotiation and the player's roleplaying.
This sums it up:
which is a quote from creativehum/CK2D6 +/- DM ≥ Throw Value equals success
Saving throw system.
In uncertain critical situations the referee may call for the player to make a saving throw in order to overcome the adversity.
The throw is made on 2d, with DMs based on skill, characteristics, prior experience, environmental circumstances, and any specialist tools needed for the throw.
It is for the referee to decide on the target number for the throw to be equalled or exceeded, and the exact value of any DM (whether it is beneficial or a hindrance) from the above factors. The referee may alternatively decide that a successful outcome occurs if the throw is less than or equal to the target.
In the following skill descriptions examples of saving throws and DMs are provided to guide a referee, but an experienced referee should be free to determine the saving throw target number and DM values to suit the particular circumstance.
<Insert skill descriptions and sample throws.>
Remember what followed the skills in CT?
Skills and the Referee: It is impossible for any table of information to cover all aspects of every potential situation, and the above listing is by no means complete in its coverage of the effects of skills. This is where the referee becomes an important part of the game process. The above listing of skills and game effects must necessarily be taken as a guide, and followed, altered, or ignored as the actual situation dictates.
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