Wednesday, July 27, 2011

Akira's Take on Skill Lists

Here's My take on it:

List of Skills
Skills come in several flavors: Martial, Civil, Courtly, Academic, and Criminal. Martial Skills are used in fighting, Civil Skills are often used in day to day life, Academic Skills are usually used by only learned peoples, Courtly Skills are the bread and butter of the nobility and high society, while Criminal Skills are the opposite.

Emphases: Many skills have emphases that are more focused aspects of the larger skill. If the character possesses a Emphases in a skill and performs an action that can suitably defined by that Emphasis, they will gain a benefit to their roll. (Mechanical note: I'd go with allowing the Character to reroll 1's)

Multiples Skills: Some skills are so all encompassing that they are considered Multiple Skills. Profession Skills are a good example of this. When choosing a Profession Skill, one is not proficient in all the Sub-Skills, only in the Sub-Skill chosen. For example if you wish to craft both guns and be a carpenter you would take Profession: Carpentry and Profession: Gunsmith.


Civil Skills
These are the skills that are used by the majority of the populace in their day to day lives. while often respectable, they are not typically glamorous. The rising Middle Class (especially in Vendel and Avalon) are loud proponents of this category and are trying to impress their importance on society.

Profession (Multiple Skill)
Sub-Skills: Apothecary, Architect, Baker, Barber, Blacksmith, Brewer, Butcher, Calligrapher, Carpenter, Ceramics, Chandler, Cobbler, Confectioner, Cooking, Cooper, Distiller, Dying, Embalmer, Fireworks, Fletcher, Florist, Furrier, Gardener, Glassblower, Gunsmith, Hatter, Innkeeper, Jenny, Jeweler, Kitemaker, Mason, Masseur, Miller, Paper Maker, Perfumer, Potter, Printer, Sail
Maker, Scribe, Seamstress, Servant, Shipwright, Spinner, Steward, Tailor, Vintner, Weaver, Wigmaker, or any possible type of crafting profession.
The Profession Multiple Skill is a fairly broad skill that covers every conceivable profession in the 7th Sea universe. Those skilled in the profession are not only capable of earning a salary for having ranks in their skill, but also are capable of crafting and building anything that can reasonably fall under their profession. A profession of Fireworks enables you to craft not only fireworks, but it could also allow you to create more powerful explosives, smoke bombs, fire bombs, and even noise makers, all fueled by gunpowder.

Commerce
Emphases: Haggling, Shopping, Accounting, Appraising.

Handle Animals
Emphases:
Specific Animal, Tricks

Hunting
Emphases:
Fishing, Trapping,

Sailing
Emphasis: Rigging, Knotwork, Steering, Small Boat Handling,

Navigation
Emphasis: Specific Ocean or Environment

Driving
Emphasis: Carriage, Cart, Sleigh

Investigation
Emphasis: Notice, Search, Interrogation, Scrounging, Looting
Note: Looting is always considered a Criminal use of Investigation.

Academic Skills
These skills are of a more scholarly bent, and typically are known by a select few. Usually they are very hard to learn without instruction, and many universities and academies across Thea have been established to further these skills.

Law
Emphasis: Specific Nation

Medicine
Emphases:
Herbalism, Surgery, Field Dressings, Diagnosis, Drugs

History
Emphasis: Ancient, Specific Nation,

Scholar (Multiple Skill)
Sub-skills: Mathematics, Chemistry, Philosophy, Natural Philosophy, Calculus, Astronomy, Geometry, Logic, Rhetoric, Music Theory, Art Theory

Srynth History
Emphasis: Specific Srynth People
This is a rare skill, and is often thought to be more myth and conjecture than real science, but it is much sought after and Srynth Historians can command wages that would make princes blush.

Archaeology
Emphasis: Artifact Evaluation, Digging, Preservation

Occult
Emphasis: Sidhe, Living Runes, Specific Type of Magical Bloodline, Dragons, Dracheneisen, Specific Monster

Courtly Skills
These are the skills that are used in Courts, both high and low. One often gains fame or recognition for these types of skills, and people so trained can expect polite, if not warm, reception in most High Society events.

Artisan (Multiple Skill)
Sub-skill: Composing, Drawing, Painting, Sculpting, Writing, Engraving,

Courtier
Emphases:
Manipulation, Gossip, Mooch
Mooch is the Emphasis used when trying to gain small favors (usually gifts of coin or a place to stay) from other people. While not truly respectable, many people in court (flunkies and hangers on) are quite versed in the arts of mooching.

Etiquette
Emphases: Conversation, Bureaucracy, Diplomacy.

Sincerity

Emphasis: Honesty, Deceit.

Perform (Multiple Skill)
Sub-Skills: Acting, Dancing, Musician, Singing, Storytelling, Oratory

Theology
Emphasis: Objectionist, Vatacine, Paganism, Ussuran Orthodox, Cathay, Crescent

Criminal Skills
Criminal skills are skills typically used by the lowest classes and are frowned upon severely. Practicing many of these skills can result in civil punishment, with offenses ranging from fines to even out right death, depending on just whom you have used the skill upon. These skills may also come with a Reputation loss if observed.

Gambling
Emphasis: Cards, Dice, Cheating

Lock Picking (May be considered a Civil Skill if used by a proper Locksmith)
Emphasis: By Device and Object (ie, Tumbler Locks or Safes).

Rabble-Rousing
Emphasis: Religious Unrest, Civil Unrest, Rioting, Demonstrating
This is a skill used by many Rilasciare and other agitators. It is a form of performance where a person or persons gathers a group of disaffected people and attempts to form a mob. The intent may be to cause unrest (be it religious or civil) or to peaceably march. Either way, such demagogues are looked down upon by the Nobles, especially when set after the Montaigne Revolution.

Sleight of Hand
Emphasis: Pick-pockets, Object Manipulation, Misdirection

Stealth
Emphasis: Shadowing, Ambush, Unobtrusive,

Streetwise
Emphasis: Specific City, Criminal Group

Temptation
Emphasis: Seduction, Bribery,

Intimidation
Emphasis: Violence, Control, Fear,

Poison
Emphasis:
Ingested, injected, inhaled, contact.

Martial Skills
These skills are those used in combat, often by soldiers r other warriors. That being said, a person with no way to defend themselves is either dead or rich enough to afford to hire people to do their violence for them.

Archery
Emphasis: Attack, Reload

Athletics (Multiple Skill)
Sub-Skill:
Running, Leaping, Swinging, Throwing, Swimming, Endurance, Balance, Footwork, Climbing, Tumbling
Special Emphasis: Defense.
If the skill in question is to be used defensively, the Defense Emphasis may be used instead of any other Emphases

Buckler/Shield
Emphasis: Attack, Parry

Crossbow
Emphasis:
Attack, Reload

Dirty Fighting
Emphasis:
Attack, Parry,

Fencing
Emphasis:
Attack, Parry

Firearms
Emphasis: Attack, Reload

Knives
Emphasis:
Attack, Parry

Panzerhand
Emphasis:
Attack, Parry

Polearm
Emphasis:
Attack, Parry

Unarmed
Emphasis
: Attack, Parry
This skill encompasses all forms of hand to hand: Cathay Martial Arts, Boxing, Wrestling, or the like.

Strategy
Emphasis: Siege, Fortifications, Attacking, Defending, Specific Terrain, Specific Opposing Nation, Ambush, Night Battles, Set Piece Engagements

Riding
Emphasis: Trick Riding, Bareback, Mounted Combat

Whip
Emphasis:
Attack, Parry

Saturday, July 16, 2011

List of Skills

This is a (still incomplete) list os skills to be included in the game, with their respective Basic and Advanced Knacks:

Civil Skills

Artisan
Basic Knacks: Composing, Drawing, Painting, Sculpting, Writing.
Advanced Knacks: None.
 
Commerce 
Basic Knacks: Haggling, Shopping.
Advanced Knacks: Accounting, Appraising.


Courtier
Basic Knacks: Ballroom Dancing, Fashion, Manipulation, Oratory.
Advanced Knacks: Gossip, Politics, Scheming, Seduction.
 

Etiquette
Basic Knacks: Conversation, Gamming.
Advanced Knacks: Bureaucracy, Diplomacy. 

Gambling
Handle Animals
Hunting
Medicine
Perform
Basic Knacks: Acting, Dancing, Musician, Singing, Storytelling.
Advanced Knacks: None.


Sailing
Basic Knacks: 

Scholar
Sincerity
Basic Knacks: Honesty, Deceit.
Advanced Knacks: None


Sleight of Hand
Stealth
Streetwise
Trade

Martial Skills
Archery
Athletics
Buckler
CrossbowDirty Fighting
Fencing
Basic Knacks: Attack(Sword), Parry(Sword)
Advanced Knacks:

Firearms
Basic Knacks: Attack(Pistol), Attack(Musket).
Advanced Knacks: Quick Reload.

Knives
Panzerhand
Polearm
Pugilism
Strategy
Riding
Whip
Wrestling

Skills and Knacks, a first draft

Skills

Making Skill Rolls

Skill Rolls combine a Skill and Trait. To perform a Skill Roll, roll a number of dice equal to your Skill + Trait and keep a number of dice equal to your Trait. This Skill Roll is set against a TN determined by the GM.

Unskilled Rolls

A character may attempt to make a Skill Roll without the appropriate Skill, but faces a number of penalties for doing so.
1) The character must roll his Trait alone, with no additional dice.
2) No Raises may be declared on an unskilled Roll, and Free Raises cannot be used.
3) You suffer a -5 penalty to the total of that roll.

Knacks

Each skill has a series of knacks associated with them, some Basic, some Advanced. A knack is a specific aspect of utilization for a given skill. Knacks may be advanced or basic. When a character has a skill, he is considered skilled in all the Basic Knacks that skill has.
Advanced Knacks, on the other hand, represent a specialized training not common to all praticioners of the skill. In order to add an Advanced Knack to one skill you possess, you must spend 3 HP.
 
Having the Knack, Basic or Advanced, allows you to perform the actions described in the Knack's description (such as Attack with a Fencing Weapon or a Surgery with Medicine) using the Skill associated with the Knack. If you don't have a Knack and want to attempt that action any way, you can, but you are considered Unskilled for that roll (and take the appropriate penalties). This means you must make any rolls with your Trait alone, can't make any raises and suffer a -5 penalty.

Specialization

Specialization is a special Advanced Knack that applies to a very specific use of the skill. For example, while the Fencing Skill gives training in both Attack and Parry, the Specialization(Parry) Knack gives greater ability with when using the weapon to Parry. Likewise, while the Strategy Skill gives one a general knowledge of battle, the Specialization (Skirmish) Knack grants a keener understanding over small combats.
You can have the Specialization Knack for any of the Skill's Basic Knack. When using a Skill for an action covered by that Knack, you may add your Skill Rank to the total of your roll. If more than one possible Specialization applies to a single roll, you only gain the bonuses of one.

Definition of Scope

Pardon my Project Managing nature, but I find it much easier to  accomplish something when we first define exactly what there is to be done. So here is what I see as necessary to go trough revision:

Character Creation:
  • How much each of these things cost?
    • Traits
    • Skills
    • Knacks
    • Swordsman Schools
    • Sorceries
    • Advantages
    • Arcana: Virtues and Hubryses
  • How many points should a starting character have?
  • Should upping stats during character creation and during adventure cost the same or not?
  • Should Backgrounds work exactly the same?
Now that helps us define the content of Chapter 2:
  • Traits
    • Brawn
    • Finesse
    • Wits
    • Resolve
    • Panache
  • Skills & Knacks
    • Martial Skills
    • Civil Skills
      • Should we use the Skill System from L5R 3ed/4ed? Including Emphasis and Masteries? 
      • Should skills top at Rank 5 or be raised to Rank 10?
  • Advantages
    • Don't have much to say on this matter yet.
  • Swordsman Schools
    • 3 per Nation sounds excelent for a first book.
  • Sorceries
    • Some sorceries may require some work if we meddle too much with the skill system. 
    • The first book should include Glamour, Porte, Laerdom, Pyerem and Sorte. Perhaps some shamanisms might pertain too.
  •  Arcana: Virtues and Hubrys
    • Certain that granting 10 points for a Hubrys and charging 10 for a Virtue is not the way to go. I imagine two ways to go here:
      • Any hero that doesn't select a Hubrys may pick a Virtue.
      • Any hero that picks a Virtue automatically gains the opposite Hubrys.
  • Backgrounds
    • Again, don't see anything wrong with most of these.
Chapter 3: Rules that may need tweaking
  • Combat Rules
  • Chase Scenes
  • Mass Battles
    • Include rules for naval mass battles (as per L5R).
  • Reputation
  • The Repartee System
  • Ship Building and Battle
Chapter 4: Stuff for the GM to know, probably not be touched at all
  • Drama Dice
  • Brutes and Henchmen

Why?

7th Sea is a great game. But it completing 12 years of age and some cracks are starting to show. Anyone who has played it for a while will tell you that some mechanics could use a little redo. Some because they became too laborious after the release of so many new books (for example, the skill and knacks system), others never worked properly to begin with (active defenses being to difficult to execute). I don't think I know one GM who hasen't come up with enough house-rules to fill a few pages.

But is a new edition necessary? Well, the core of the R&K system was never a problem, but the relationship between skills and knacks is a big one, the way I see it. An uncontrolable number of skills, each to handle a little minutia of what heroes might be attempting was standard to RPG's in 1999, but since D&D 3.0 introduced condensed skill sets, that has no longer been the case.

And to re-work that very big part of the core mechanics means to touch up the Combat System, adjust Swordsman Schools, Sorceries, etc.

And that's why. I hope we don't get side-tracked in the way.