Friday, October 12, 2012

Super Massive Skill Systems

Once upon a time, game companies wrote huge, voluminous games, with skill systems covering hundreds of skills. They hid basic rules for movement, combat, and social interactions in lengthy skill descriptions. Character power was defined by how many skill points you could accumulate, and the largest portion of a character record sheet was the character's skill section. Some skills replicated ability score checks, so if you wanted to lift a boulder, your character used the Heft skill and not the Strength ability score. Character design required you to know how much a particular skill cost to raise a level, which skills you could buy, and calculating the rates at which you could raise them.

Oh wait, they still make these games.

Seriously, there is little reason nowadays to hang on to skill systems that look like phone books, and operate like tax laws. These skill systems promise the holy grail of complete character customization, but too often put such a huge burden on players for knowing how to work them and manage the record-keeping they create.

Take for instance D&D 3.5, with its collection of class skills (which you have to buy with starting skill points), cross-class skills (which are bought at half rate), and different maximum levels for each. Take for instance a bard from this game, here are the class skills, reprinted from the SRD:
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha)
Now a typical bard gets (6 + INT mod) x 4 skill points to start, so let's assume a +2 INT mod for 32 skill points to spend on 25+ skills (plus 8 every level); and also on cross-class skills (the rest of the 3.5 skill list). All well and good, but this is an extremely complicated system to teach to new players. Many times around the table, new players would have endless questions on skills and purchasing them, asking if a skill was important, how much a purchase cost, if a skill was in their class or not, and what the maximum level was for a skill given their class. When characters got higher level, the skill lists grew exponentially, with some characters taking an entire column of a book to record their skills.

To be fair, D&D 3.5 is not the most complicated skill system out there, but it is a great example. Also, they greatly simplified the skill system in D&D 4, which helped matters in some ways, and over simplified in others, but it was still a good step towards simplicity. Other good examples of large skill systems are Space Opera, Aftermath, the Star Frontiers reboot Zebulon's Guide, Palladium, and many other systems. Some of these systems don't use a skill point metric, but they do feature long skill lists with a significant record-keeping requirement.

When you design a role-playing game, think about the skill list. What purpose does it serve? Are there too many skills for what you are trying to do? Does it require a lot of record keeping? Is the way you buy skills complicated and require hefty math and reference? Does your game even require a skill system? Can you get the same customization effect through one of the systems already in your game, such as classes, feats, or specializations?

More is not always better, and a game that requires 20 ranks in Knowledge(Role Playing Game Skill Systems) isn't always one you want your players to understand just to be able to have fun and play the game with.

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