Hot answers tagged skill-systems
7
Fundamentally, you'll remove opportunities for advancement on the skill side of the character up to level 10. This will make combat, saves and feats the only options for expanding capability through the game. It will also make your players ability to predict the game at character creation even more important than usual.
The biggest benefit to the game is ...
6
In Burning Wheel, there are six stats rated 1 to 10† and hundreds of skills. Each skill is rooted (based) on one or two stats. For example, Sword has Agility as root, but Sculpting has Will/Agility as roots. To learn a new skill, you need a number of relevant stat tests equal to 10 - root or, if there are two, 10 - (average of the roots rounded down).
...
6
There's good news and bad news
The good news is that, as you've probably noticed, the non-weapon proficiency system is very ill-defined and thus easy to replace.
The bad news is that the skill system from 3.X works around a system of ranks vs. a target number (DC) that can be determined by all kinds of assumptions that 2e doesn't actually have. For ...
5
You're going to trivialize stuff intended for lower levels, except in the case of failure. The particularly worrysome one would be something like traps, where the consequences of failure are based on HP and saves (both of which you didn't scale up). To provide any chance of failure to find/disarm a trap for a character with level 10 skills, you're going to ...
4
Ars Magica, especially the 5th edition, has a rather comprehensive learning mechanic. If you spend a season in study, you get a Quality score for that season. If you learned from a teacher, his skills at teaching and communications affect that score. If you learned from a book, the book's quality - and your own intelligence - affect it. If you just practiced ...
3
You would break things. Many prestige class prerequisites, for example, are based on a number of ranks required in a certain skill, without it you'd be looking at PCs with level-inappropriate abilities and abilities that display erratic behavior.
Balance aside, you'd be cutting away a significant portion of what you gain from level-ups, and level-ups are a ...
1
MegaTraveller uses a method of requiring a task roll to learn from an instructor; if failed, an experience point is still gained in the skill. Each character month, another task may be made to have the experience sink in. Intelligence modifies both task rolls.
RuneQuest 3rd Edition has a bunch of attribute derived aptitudes. Skills are raised by, upon use, ...
1
Mechwarrior 3e has an experience system where your traits don't change (realistically), but they factor heavily into raising skills. Skills start at +0 for being trained, and for every level you want to raise them, its a formula: [30-(Trait1+Trait2)] x (New Skill Level)
So having the two proper traits at 5, and raising a skill from +2 to +3 would cost ...
Only top voted, non community-wiki answers of a minimum length are eligible