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Skill system talk
#1
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Idea Lets talk about the Skill system:

Now much of my knowledge of the skill system comes from in-depth talks and work with Zan the former owner of Midgard USA. We would have many in depth conversations about the various skills and there use within the game. We also talked about how the skills might be able to actually be integrated into the code of the Midgard game. It should be pointed out that the Skills do not really do anything with the game code, but instead provide the GM a point of reference for possible uses , experience and possible bonuses to different in game actions. Thus each character (Ldr, F1,F2,F3) had a data row that allowed a player the to have up to (5) Skills. Thus each skill name was reduced to a (3) letter code and then a point value that could range from 00.01 to 10.00. In practice for each point a player had that would be multiplied by 5%, thus a 3.0 skill level equals a 15%. Most people didn't realize that the skill system was set up with a starting base of 30% then add n the skill level point percent then the GM would determine the level of difficulty (Basic +20%, Standard 0%, Difficult -20%). Lets look at a example: Ldr: MED-5  ( 30% + (Lvl-5 +25%) + (Standard 0%) = 30+25+0=55%) So vs a D100% the character would have a 55% chance in success of doing what ever the character was attempting via a Special Action. So mostly the skills were used by the GMs to aid them in resolving a Special action, to determine a bonus for combat.

Combat example usage:

LDR: CMD-5.0, STR-3.0, SGE-3.0
  F1: CMD-3.0, TAC-3.0
  F2: CMD-3.0, CTA-3.0
  F3: CMD-3.0, TAC-2.0, SGW-2.0

UNIT: 1 1500 HI - FMB/WG  with F1 in command
UNIT: 2 500 MM COV/1  with F3 in command
UNIT: 3 500 MI  mounted EXP with F2 in Command

In the above example the clan Leader - Ldr would have over all clan bonuses in a engagement, and each of the Followers - F1, F2,F3's would give each of their Units that they command bonuses in the effectiveness of combat against the opponent in that engagement. Now the skills did aid in combat resolution and sadly the combats in the game were mostly done by hand and not fully in code. Now in Midgard USA version of the game, Zan had bought a new game Combat Engine that did allow him to enter bonuses that did help to resolve of combats.

This is the basics of the skills systems, here are some of the skills:

CMD - Command
STR - Strategy (Clan level)
CST - Calvary Strategy (Clan level)
NST - Naval Strategy (Clan level)
SGE - Siege warfare (Clan level)
TAC - Tactics (Unit level)
CTA - Calvary Tactics (Unit level)
NTA - Naval Tactics (Unit level)
SGW - Siege Weapons Tactics (Unit level)
PCB - Personal Combat (Character skill)
ORA - Oratory (Character skill)
PRE - Preach (Character skill)
REC - Recruitment (Character skill)
SCT - Scouting (Character/Unit skill)
ENG - Engineering (Character/Unit skill)
MED - Medical (Character/Unit skill)
ENT - Entertainment (Character/Unit skill)


These are most of Skills but there are quite a few other.

Note I understand the GM is not trying to flush this system out now, but we can talk about the system and their usage in the game. Davin would like to really  intergrade them more into the code. Also just to note that Zan had wanted expand the skill list to 10 skills per character. I should also note that Zan had worked out how to allow for more Followers than just (3). Actually he was in the process to allow up to 9 Followers and I had actually 5 in my Senior #1 clan.  There are many possibilities and that leads to more roleplaying options.

Lets talk about what everyone might think.
Brother to Brother, for one and all. United we stand, and divided others will fall. Hear my call, and take up your arms with me as we bring Justice to all. Big Grin

Father Morpheus's theme music
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#2
Hmmm... More followers means more EFs possible, thus the ability to fragment clans even more than it's already done. Of what use would more EF fragmentation be and how would it affect game balance? Can you think of a reasonable way to restrict such fragments so that they don't start behaving too much like many independent clans?
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#3
I'm worried about how much manual roleplaying I can afford to do with my limited time.  I'd like to help the players roleplay more with one another and give them the mechanics and a variety of information to do that within the game processes as much as possible.

If skills are only useful for such manual processing, then wouldn't that make my job harder instead of easier?  What would we be able to do with skills that could be integrated into the more-automatic processes?
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#4
The skills can be worked into the code, but that is a coding effort and depends on the Combat Engine that you integrated into the recode of the game.

As to EFs, that is simple...limit each clan to only one EF.

Remember the skill system just aid the GM in situations that might be covered under a Special Action. Now as to making it harder, it actually makes it easier. Having played D&D now for 40+ years now and over 25+ years as a DM it becomes all second nature. Also Special Actions add to the spice that makes this game, creative nature is the key to keeping the game exciting.
Brother to Brother, for one and all. United we stand, and divided others will fall. Hear my call, and take up your arms with me as we bring Justice to all. Big Grin

Father Morpheus's theme music
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#5
I would look at skills as making modifications to various orders. A good Oratory skill would likely give someone a bonus when trying to recruit members to a clan. Likely x% increase per level. Most military skills would give bonuses in combat.
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#6
Very good point!
Brother to Brother, for one and all. United we stand, and divided others will fall. Hear my call, and take up your arms with me as we bring Justice to all. Big Grin

Father Morpheus's theme music
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#7
Here is a former startup, if you started with a Independent clan you would get (10) Skill level points.

Lets say you wanted to have a Land Based Combat clan, you might select the following:

Land based CBT clan:
Ldr: CMD-2,STR-2,SGE-1
F1: TAC-1
F2: TAC-1
F3: SGW-1,PCB-2

Note: A character with at least a Level-2 skill can teach others a to Skill level-1. So if the Ldr with a CMD-2, were to use a special action for (6) turns and trained F1,F2,F3 in CMD-1. Thus after (6) turns the skills would be...

Ldr: CMD-2,STR-2,SGE-1 (Note for training the Leader would get some increase in their skill like CMD-2.30)
F1: TAC-1,CMD-1
F2: TAC-1,CMD-1
F3: SGW-1,PCB-2,CMD-1

Then say next you wanted to have your Follower F3 teach the Ldr,F1,F2 in PCB-1 (Personal Combat) it would take like another (6) turns running a SA each turn to continue that training. Now this could be automated in so many ways but the skill system is kind of a character development for the characters itself. It just adds more fun for the clans plus the skills can help the GM and players with many things in the code and in Special Actions.
Brother to Brother, for one and all. United we stand, and divided others will fall. Hear my call, and take up your arms with me as we bring Justice to all. Big Grin

Father Morpheus's theme music
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#8
I understand, and we might consider something like that once the rest of the system is running.
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#9
If you wanted to play a Religious based clan that is non-faction in the game, you could in other game versions start as a Independent. Then pick your (10) Skill points something like the following setup:

Ldr: PRE-2,REC-2
F1: MED-2
F2: ENG-1
F3: PCB-2, ENT-1

Then declare as a "Heretic" clan and start the process. Now I would first have the Leader teach for the next (6) Turns PRE-1 to F1,F2,F3. Then you could have the F1 teach MED-1 to the Ldr,F2,F3 for (6) Turns. I would follow that with having the F3 teach PCB-1 to the Ldr,F1,F2. If I were to do this I might try to reform the Serkenar Religion from the Midgard USA game version. I would tailor the faction differently but I would not make them horse based at all. Now if I took 1.5 years (18 turns ) the skill set would look like the following :

Ldr: PRE-2.30,REC-2,MED-1,PCB-1
F1: MED-2.30,PRE-1,PCB-1
F2: ENG-1,PRE-1,MED-1,PCB-1
F3: PCB-2.30, ENT-1,MED-1,PRE-1

I guess I would then try to increase the PRE, REC, MED skills. I would make them a more personal "People based" religion but they would worship Moorlock the "Giver of Culture" and "Healing". PRE- Preach to spread the Faith, REC-Recruitment to get converts to the True Faith, and MED-Medical to Heal the People. To me ENT-Entertainment would be to help with Culture, ENG-Engineering to build cities, and PCB-Personal Combat to defend themselves against disruptive false faiths!
Brother to Brother, for one and all. United we stand, and divided others will fall. Hear my call, and take up your arms with me as we bring Justice to all. Big Grin

Father Morpheus's theme music
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