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Ideal LARP Skill Question
Posted: Sat Mar 21, 2009 4:17 pm
by GM_Chris
Do you like a bunch of different skills that are basically the same or 1 skill you can use a bunch of different ways.
Ideal example is channel. Channel is a skill represented by 3 skills, but is really just 1 skill that can be used 3 ways.
How do you like to see it on your character sheet?
Posted: Mon Mar 23, 2009 11:39 am
by General Maximus
3 different skills. It is easier for people to unestand what they can do.
Posted: Mon Mar 23, 2009 12:20 pm
by GM_Chris
WRONG!
Posted: Mon Mar 23, 2009 2:05 pm
by General Maximus
Are you telling me people had trouble understanding the 3 different skills are just 1 skill with 3 different levels? I personaly treat it as a single skills with 4 different moods of use. But on a character sheet, it is easist to understand what you can do by splitting it up into 3 different skills. And it should be easier for a noob just to learn 1 level/1 skill at a time.
Posted: Mon Mar 23, 2009 2:23 pm
by GM_Chris
It just ins't what I want to hear.
Posted: Mon Mar 23, 2009 3:07 pm
by Atrum Draconus
So you feel a little better Chris, I'm just fine with having something like channel be 1 skill usable 3 different ways, thats the way I look at the rogue damage skills.
But, then you don't have any separation for higher and lower versions of the skill so you may run in to problems when you want to make changes in the future because they will affect all aspects of the skill.
Posted: Mon Mar 23, 2009 3:24 pm
by GM_Chris
Erik > Aaron
Posted: Mon Mar 23, 2009 6:13 pm
by Ark
I always thought that the channel, crit strike, and knockout were one skill that had different levels, as its called lesser attack, atttack, greater attack, same attack but different versions, i could also see magic lash fiting in as its area effect version like fable 2
Posted: Tue Mar 24, 2009 7:42 am
by dier_cire
I think the point Nelkie was trying to make, though I could be wrong as I haven't actually talked to him, is that in a rule book, especially for a new player, one skill is far more confusing than 3 seperate skills, which is true. Don't make people read crap they don't need to. Be specific.
Channel:
Empaths can summon forth the energy around them and fling it at a target, thereby causing damage. It takes an uninterrupted 10 seconds to charge this skill. The damage from this skill is delivered through the use of a “spell packet” (See page 104) and ‘5 Magic’ must be called when the packet is thrown at the target.’ At advanced level, an empath may charge for an uninterrupted 20 seconds and deal '10 Magic'. At Master level, an empath may charge for an uninterrupted 30 seconds and deal '15 Magic'. As well at master, an empath may charge for an uninterruptted 60 seconds, where he or she may not move afterwards, and deal '30 Magic'. While charging, Empaths must hold the spell packet in the air so others can see what they are doing—it is hard to hide a big ball of energy! Once the skill is charged the Empath can use no other skills nor perform any actions except walking, talking, or running until the skill is used.
See how much more clunky that reads? A new person will be lost. Now we all have played so it's obvious. You can reword it to be better but it'll never be as easily readable as three skills as the person reading it only has to read the skills that pertain to them versus reading a bunch of crap they can't use yet.
Posted: Tue Mar 24, 2009 10:01 am
by General Maximus
Yup, Eric sumed it up nicely!
Posted: Tue Mar 24, 2009 10:35 am
by GM_Chris
Let me rephrase if a rule system was not set up like FH and just a skill absed system
Skill Channel
Each level you by this skill you may throw a packet for 5 points of damage. The time it takes to throw your packet starts at 10 seconds goes up 10 seconds per level
Level 1)
5 damage 10 seconds
10 damage 20 seconds
15 damage 30 seconds
Posted: Tue Mar 24, 2009 12:53 pm
by dier_cire
So basically a skill leveled system (aka CARPS)? Yeah, works fine too, but you are talking apples and oranges since the skills are gathered in completely different methods.
It's all based on your base rules. You couldn't do FH's channel in a CARPS type system and you couldn't do a CARPS type deal in FH. At least not well. But since you rephrased then, yes, a single skill is better in that instance.
Posted: Tue Mar 24, 2009 1:15 pm
by Atrum Draconus
Yeah that's kinda been my point across these questions is that it's nearly impossible to say whether that's preferred if you don't have the basic type of system you are trying to work with these things with.
Posted: Tue Mar 24, 2009 1:20 pm
by GM_Chris
LOL not completely sure myself.
I have come to the conclusion that despite my best efforts to say mechanics dont matter it is how you RP play it the truth is there is a segment, and arguably a large segment, that enjoys playing with the mechanical aspects of their character. this has lead me to the belief that if I was going to build a new system then it would be skill based (CARPS/Gurps)instead of class based (FH/DnD)
Posted: Tue Mar 24, 2009 1:32 pm
by dier_cire
I'd do a hybrid, like CARPS (as it is not fully skill based like GURPS). The classes are actually the races in it. I'd say move that out to real classes (ala FH) and base your accesses to your skills off that.
Maybe there's your next ideal LARP question. Should choosing a race have a mechanical benefit?