11-15-2019, 01:22 AM
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.
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.
Father Morpheus's theme music
Father Morpheus's theme music