Over the years I have played many Pen & Paper RPGs, for those unfamiliar reference D&D. One thing I am trying to do is to streamline the skills or trim them down. Most RPGs have 36+ skills on average now I have seen games that have gone to the far extreme on both end some have done away with skills altogether as well as games that have expanded to more than 100. I for one like the skill component in RPGs, for me it helps in personalizing your character and play style. But at the same time I believe that a lot of the skills are unnecessary. What I am trying to do is trim down the skill list for my game to 15. I would appreciate any input you offer on skills listed here and any you thing are missing.
The standard skill list for most RPGs are as follows:
1.Appraise
2.Balance
3.Bluff
4.Climb
5.Concentration
6.Craft
7.Decipher Script
8.Diplomacy
9.Disable Device
10.Disguise
11.Escape Artist
12.Forgery
13.Gather Information
14.Handle Animal
15.Heal
16.Hide
17.Intimidate
18.Jump
19.Knowledge
20.Listen
21.Move Silently
22.Open Lock
23.Preform
24.Profession
25.Ride
26.Search
27.Sense Motive
28.Sleight of Hand
39.Speak Language
30.Spellcraft
31.Spot
32.Survival
33.Swim
34.Tumble
35.Use Magic Device
36.Use Rope
Now a list like this can feel a little over whelming to a first time player, especially with a system that does not use a class system to trim down the list to the skills relevant to the player.
Right off the bat I was able to trim the list by removing Spellcraft and use magic device for lack of relevance to my game. I was then able to associate 12 of these skills with Attributes.
Strength: Climbing
Agility: Balance, Jump, Ride, Tumble
Perception: Listen, Search, Sense Motive, Spot (Thou Search and spot are essentially the same)
Endurance: Swim
Intelligence: Forgery, Decipher Script
This brings the total down to 22. At this point I started to combine similar skills.
Bluff, Diplomacy, and Intimidate into Speech
Craft and Disable Device into Repair (If you can fix it you can break it)
Disguise, Hide, Move Silently and Sleight of Hand into Sneak
This Brings the total down to 16.
1. Appraise
2. Concentration
3. Escape Artist
4. Gather Information
5. Handle Animal
6. Heal
7. Knowledge
8. Open Lock
9. Preform
10. Profession
11. Repair
12. Sneak
13. Speech
14. Speak Language
15. Survival
16. Use Rope
But now I have to add a few skills that are required for my skill system.
1. Energy Weapons
2. Explosives
3. Firearms
4. Melee
5. Science
6. Unarmed
Now I am back up to 22.
1. Appraise (Barter)
2. Concentration
3. Firearms
4. Escape Artist
5. Explosives
6. Energy Weapons
7. Gather Information
8. Handle Animal
9. Heal (Medical)
10. Knowledge
11. Melee
12. Open Lock (Lockpick)
13. Preform
14. Profession
15. Repair
16. Sneak
17. Science
18. Speech
19. Speak Language
20. Survival
21. Unarmed
22. Use Rope
Now yes this I considerably shorter than most RPGs but I think I can go shorter.
Let take a look at each of the skills:
Appraise (Barter): There will be buying, selling and trading of goods and services, so this skill has to stay.
Concentration: This skill will governs your ability to preform complicated task while under pressure. Now some people are naturally good under pressure and some people have learned to coop with it so I am not sure if this should be a skill or maybe a secondary attribute derived from the primary attributes though I am unsure with attribute would contribute to dealing with stress?
Firearms: Governs the use and knowledge of standard firearms such as pistols, rifles, shotgun, etc.. Now there will be an extensive selection of firearms in this game and I like the idea that the more knowledgeable you are about the practical use of the weapons your using allowing you to better utilize them.
Escape Artist: The ability to free ones self from bonds such a rope, chains, handcuffs, etc. I thought that I might be able to add this to Sneak but just because you are good at hiding or blinding in with a crowd does not mean you are also able to slip out of your bonds if captured. At the same time this skill would be to specific to be a stand alone skill.
Explosives: Governs your ability to properly use explosives, weather planting or defusing them. Now there will be an extensive selection of explosives in this game and I like the idea that the more knowledgeable you are about the practical use of the explosives your using allowing you to better utilize them.
Energy Weapons: Governs the use and knowledge of energy based weapons. Now there will be an extensive selection of energy based weapons in this game and I like the idea that the more knowledgeable you are about the practical use of the weapons your using allowing you to better utilize them.
Gather Information: Governs ones ability to find out information such as who the big players are in town, or where to purchase Illegal substances, etc.. Now I have never really cared for this as a skill in other RPGs, to me it takes away from the emersion. Instead of asking a local barkeep and playing out the conversation lets just roll a dice. So I am not very fond of keeping this one.
Handle Animal: Governs your ability to deal with animals.(in most cases this skill is used to have a pet as a companion.) Now, this one I though could just as easily be converted to being a feat or perk rather than a skill, but I guess different animals would require more skill than other, such as a house cat compared to a lion. I am not sure on this one.
Heal (Medical): Governs the ability to treat illness and injury. This skill is a staple in most games and will get plenty of use in my game.
Knowledge: Usually a player will have to spend skill points to become knowledgeable of specific bits of history, locations, groups, etc. in most RPGs. In most games that I have played and ran knowledge was chosen during character creation and was required to pertain to the characters past, you were not allowed to level-up and say I now have knowledge of "the brotherhood of silly things". So I am not really sure if this should be a skill or just a box on the character sheet.
Melee: Governs the use and knowledge of melee weapons. Now there will be an extensive selection of melee weapons in this game and I like the idea that the more knowledgeable you are about the practical use of the weapons your using allowing you to better utilize them.
Open Lock (Lockpick): Governs ones ability to as inferred open locks. Now I thought about combining this skill with sneak but Just because you are sneaky does not mean you know how to pick a lock. example would be a sniper needs to be able to hide but he does not necessarily need to know how to pick a lock.
Preform: Governs your ability to preform tasks such a sing, play a musical instrument, pole dance, etc.. This skill was never really used is the games I have played, so I have to real opinion on this one other that like with knowledge part of the character's backstory.
Profession: Governs how one makes a living when they are not out adventuring. This one I was thinking of actually using a part of the character creation instead of a skill and having it dictate starting money.
Repair: Governs your ability to fix, disable, or sabotage items. I have created a durability system in this game, making this a very helpful skill.
Sneak: Governs ones ability to hide or blend in to a crowd. The ability to sneak past a guard is usually a better choice than trying to muscle past him.
Science: Governs ones understanding of biology, physics, computer hacking, etc.. With this game taking place I a modern futuristic urban environment this skill should get plenty of use.
Speech: Governs ones social skills, The ability to tell a convincing lie, to convey and idea or belief. Communication is always important, or at least in my experience.
Speak Language: Governs one ability to speak multiple languages. now this can be combine with speech or maybe based off intelligence. not really sure what to do with this one.
Survival: Governs ones knowledge of tracking, living off the land, etc.. Survival is a major concept of this game.
Unarmed: Governs ones ability to fight unarmed. Now there will be an extensive selection of unarmed weapons in this game and I like the idea that the more knowledgeable you are about the practical use of the weapons your using allowing you to better utilize them.
Use Rope: Governs ones knowledge of knot work and the sort. I am sure there will be a need to tie important knots at some point during a session. The question is how would I best go about judging weather a character was successful or weather the knot does not hold and his companion falls off the cliff.
Wow, I got a little carried away... Lol.
To those of you still reading I apologize for the length of this topic, And would like to thank you for your time.
Thank you for your response JuKarasawa,
Humanity has been pushed to the breaking point and survived. (worldwide famine, viral epidemic, world war, Natural Disaster). I guess you could say post-apocalyptic.
I am actually running a modified d100 system.