Post by Anti-Steve on Nov 11, 2014 17:18:52 GMT
Here's how skills work in XXVc: The 25th Century in case you play AD&D 2e and hate NWPs. For this example I'll use the Rogue career (class).
There are two sets of skills available- Career Skills and General Skills. Each career, as you might have guessed, has its own set of Career skills. For a Rogue, these include-
Bypass Security
Climb
Fast Talk/Convince
Hide in Shadows
Move Silently
Notice
Open Lock
Pick Pocket
While these skills are available to any character as general skills, only the Rogue benefits from a bonus of 10% to all career skills at generation (that is, it only applies at 1st level). Each starting character gets 40 points to distribute among any or all of these skills at this point, but no more than 15 points can go into a skill at one time (this does not include the bonus) plus 40 points per level thereafter. So, I could distribute my points thusly:
Bypass Security 25
Climb 10
Fast Talk/Convince 15
Hide in Shadows 10
Move Silently 10
Notice 25
Open Lock 10
Pick Pocket 15
As you can see, my best rolls are 25% two skills- not great, but they can be improved.
Perhaps the most obvious difference between XXVc and AD&D 2e is right here in the Rogue's skills. So obvious, in fact, that I won't bother going into why.
Next we go to General skills. These are grouped by attribute- Dex, Tec*, Int, Cha and Wis, respectively. Attributes provide the base chance to each related skill. A couple of examples would be [Dex] Maneuver in Zero G, and [Int] Design Engineering. Every character gets 20 points to distribute at 1st level and another 20 per level thereafter. Any skill can exceed 100%, but, again, only 15 points can go in per skill per level.
Okay, so the last thing is Difficulty, which is pretty simple stuff. Say my rogue breaks into the office of the coach of the Translux Polestars, searching for clues that will exonerate him in the death of the mag-ball team captain's death. If he's looking for a desk lamp, that's an Easy Difficulty, which gives him a Notice of 50% (x2), but the computer chip hidden somewhere on the lamp will be a lot harder to find- an Impossible-level task, rendering a roll of only 5% (25 x .25). The Difficulty levels are-
Easy (x2)
Average (x1)
Difficult (x.5)
Impossible (x.25)
I, as the GM, assign the difficulty levels, of course. Anyway, that's it- I gotta go now.
*The Technological Knowhow (Tech) attribute is a measure of how well a character "gets" gadgets and machines. It's really only good for Engineers and maybe Medics.
There are two sets of skills available- Career Skills and General Skills. Each career, as you might have guessed, has its own set of Career skills. For a Rogue, these include-
Bypass Security
Climb
Fast Talk/Convince
Hide in Shadows
Move Silently
Notice
Open Lock
Pick Pocket
While these skills are available to any character as general skills, only the Rogue benefits from a bonus of 10% to all career skills at generation (that is, it only applies at 1st level). Each starting character gets 40 points to distribute among any or all of these skills at this point, but no more than 15 points can go into a skill at one time (this does not include the bonus) plus 40 points per level thereafter. So, I could distribute my points thusly:
Bypass Security 25
Climb 10
Fast Talk/Convince 15
Hide in Shadows 10
Move Silently 10
Notice 25
Open Lock 10
Pick Pocket 15
As you can see, my best rolls are 25% two skills- not great, but they can be improved.
Perhaps the most obvious difference between XXVc and AD&D 2e is right here in the Rogue's skills. So obvious, in fact, that I won't bother going into why.
Next we go to General skills. These are grouped by attribute- Dex, Tec*, Int, Cha and Wis, respectively. Attributes provide the base chance to each related skill. A couple of examples would be [Dex] Maneuver in Zero G, and [Int] Design Engineering. Every character gets 20 points to distribute at 1st level and another 20 per level thereafter. Any skill can exceed 100%, but, again, only 15 points can go in per skill per level.
Okay, so the last thing is Difficulty, which is pretty simple stuff. Say my rogue breaks into the office of the coach of the Translux Polestars, searching for clues that will exonerate him in the death of the mag-ball team captain's death. If he's looking for a desk lamp, that's an Easy Difficulty, which gives him a Notice of 50% (x2), but the computer chip hidden somewhere on the lamp will be a lot harder to find- an Impossible-level task, rendering a roll of only 5% (25 x .25). The Difficulty levels are-
Easy (x2)
Average (x1)
Difficult (x.5)
Impossible (x.25)
I, as the GM, assign the difficulty levels, of course. Anyway, that's it- I gotta go now.
*The Technological Knowhow (Tech) attribute is a measure of how well a character "gets" gadgets and machines. It's really only good for Engineers and maybe Medics.