I really love how skills work in Starsiege.
I had the idea of trying something like it with a C&C.
Rather than having Prime or secondary abilities,
characters have Prime or secondary skill groups.
Skill groups being:
Athletics
Combat
Outdoors
Subterfuge
Craft
Lore
Urban
Magic
Specializations also being allowed, each one giving a flat bonus. For example under combat Axe could be a specialization. tracking or foraging being specializations of Outdoors.
Skills in C&C (Starsiege style)
Re: Skills in C&C (Starsiege style)
I've given thought to doing similar. I've just grown so accustomed to the Prime/nonPrime wide open feel of the SIEGE system I really prefer keeping with it now.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
Re: Skills in C&C (Starsiege style)
I've actually thought of adding backgroud skills ala DnD Next playtest. When you select a background you get a set number of "skills" that give you a flat +3 to checks. I kind of like that. It gives a little bit of flavor with a slight usefulness at certain checks.
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Castles & Crusades: What 3rd Edition AD&D should have been.
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Monday Night Online Group Member since 2007
Re: Skills in C&C (Starsiege style)
When skills are too broad, they open the door for easy abuse. When they are too specific, they are often times unused or fill such a niche that the DM has to really work to make them worthwhile... so I find it just works overall better to "make assumptions" or maybe have the player decide a pre-adventurer occupation and then allow that character some skill / ability based on that. Even if it was something as "unskilled" as "yeah, my thief guy was a vagrant, begging at the corner of Hope and Haight so he'd sometimes pick up gossip about the clerical orders..."
What you're suggesting might work for you. I personally would not use it. However, I once did convert Morrowwind to C&C as a classless system and it was along these same lines. Maybe I can find that and see if it can help?
What you're suggesting might work for you. I personally would not use it. However, I once did convert Morrowwind to C&C as a classless system and it was along these same lines. Maybe I can find that and see if it can help?
Re: Skills in C&C (Starsiege style)
The Skill groups are not skills, But rather prime/secondary categories. In Starsiege you then have more focused specializations with bonuses.
Not sure how broad skill groups as prime or not could be any more "broken" than having a prime Ability score, Which is WAY more broad. I mean having Combat as a prime is focused when compared to having Dexterity as a prime.
Not sure how broad skill groups as prime or not could be any more "broken" than having a prime Ability score, Which is WAY more broad. I mean having Combat as a prime is focused when compared to having Dexterity as a prime.