tag:blogger.com,1999:blog-4201885064979362632.post5944291438553427035..comments2024-03-27T14:50:52.599-04:00Comments on of Pedantry: Skill Use For Any CharacterAnthonyhttp://www.blogger.com/profile/02363226867428219723noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-4201885064979362632.post-49542441965377787662010-11-22T20:29:11.795-05:002010-11-22T20:29:11.795-05:00For climbing, since thieves start at 80%, I didn&#...For climbing, since thieves start at 80%, I didn't want to make an exception to the 1-in-6 base chance. Rather, I would just rule during a session that simple walls are 5-6 for thieves and then make that range more narrow for difficult climbing surfaces such as a sheer cliff face. I couldn't think of a way to incorporate a high starting Climb skill without making exceptions.<br /><br />Yea, you can definitely whip up any skill using a simple formula. Start with 1-in-6, determine an ability that can modify it, and then maybe denote which class or classes can receive an added bonus.Anthonyhttps://www.blogger.com/profile/02363226867428219723noreply@blogger.comtag:blogger.com,1999:blog-4201885064979362632.post-48059529568497363872010-11-22T20:20:05.818-05:002010-11-22T20:20:05.818-05:00I like this, probably more than the LotFP skill sy...I like this, probably more than the LotFP skill system I ripped off for my B/X game. I'd probably just add "Survival" or whatever for tracking. I'd also be tempted to just give thieves two pints every level to put where they want, so the skills can increase at varying rates, and maybe start climbing higher (the level one points all go there?)<br /><br />But generally speaking this look very like an elegant system before I started mucking with it.Anonymousnoreply@blogger.com