Catullus64
2023-06-14, 07:19 PM
This is the skill system for my homebrew RPG.
The game is a d6 Dice-Pool system. Tests are resolved by rolling a number of d6 equal to the ability score in question; the number of 5s and 6s rolled is your number of successes.
Adventure Verbs represent a character's particular expertise in certain actions. You begin with 6-9 Verbs granted by a combination of your class and culture. If you are called upon to make an ability score test that falls under one of your Adventure Verbs, you count as scoring a success on 4s as well as 5s and 6s.
You also have three Personal Traits that also function as Adventure Verbs, providing this bonus if you perform an action that accords well with the trait. Performing an action that goes directly one of your traits causes you only score successes on 6s.
You only gain the bonus from a single Adventure Verb per test, even if multiple verbs could apply to the same test. If you are acting against one of your Personal Traits but with one of your Adventure Verbs, you score successes normally. Your Verbs & Traits can be used with any ability score, in theory. These bonuses explicitly never apply to combat actions, which are all more narrowly defined, or to tests that get made as part of casting spells.
Fair warning, reading through these will make the gerund form start to seem all weird.
Basic: Climbing, Digging, Driving, Lifting, Marching, Pain-Enduring, Riding, Rowing, Sailing, Smashing, Swimming, Throwing
Bushcraft: Animal-Wrangling, Cooking, Fire-Starting, Fishing, Fleeing, Gathering, Navigating, Pursuing, Snare-Setting, Tracking, Weather-Enduring, Weather-Knowing, Wound-Treating
Social: Arguing, Bargaining, Captaining, Counsel-Giving, Dancing, Flattering, Insulting, Intimidating, Lying, Mood-Reading, Music-Playing (Pick One Instrument), Singing, Speech-Giving, Torturing
Stealth: Corpse-Handling, Disguising, Hiding, Lock-Opening, Noise-Hearing, Pocket-Picking, Snare-Disarming, Sneaking, Spotting
Craft: Brewing, Cloth-Making, Engineering, Farming, Leather-Working, Metal-Working, Poisoning, Stone-Cutting, Wood-Working.
Academic: Appraising, Lore-Recalling (Pick from Customs, Divine, Kindreds, Occult, Warfare, Wilds), Memorizing, Number-Working, Reading, Writing
A character chooses one trait from each column. A character cannot choose multiple traits from the same row.
Self-Despising
Proud
Overweening
Faint-Hearted
Valiant
Reckless
Undernourished
Hearty Eater
Glutton
Tactless
Truthful
Dishonest
Teetotaler
Social Drinker
Tippler
Prude
Passionate
Lecherous
Miser
Generous
Spendthrift
Uninventive
Imaginative
Fanciful
Forgetful
Mindful
Pedantic
Fanatical
Pious
Blasphemous
Slovenly
Clean
Dandy
Terse
Well-Spoken
Garrulous
Meek
Even-Tempered
Wrathful
Unjust
Honorable
Self-Righteous
Lazy
Steady
Manic
So, the feedback I'm looking for:
1. Do all the verbs seem useful? This is a game with a lot of travel and downtime activities as well as dungeoneering & combat. It's ok if two verbs have some overlap, as long as each one has something it's useful for that the other isn't.
2. Is it reasonably clear what each verb means? Do any of them seem likely to be excessively broad in application?
3. Are there any major gaps in the verbs? Actions typical to fantasy adventures that aren't covered here?
4. Same for the the Personal Traits. Roughly, I tried to make each row involve deficiency, balance, and excess of a particular trait. Does that come across? Do any of them seem too useful or too impeding compared to the others in the the same column?
The game is a d6 Dice-Pool system. Tests are resolved by rolling a number of d6 equal to the ability score in question; the number of 5s and 6s rolled is your number of successes.
Adventure Verbs represent a character's particular expertise in certain actions. You begin with 6-9 Verbs granted by a combination of your class and culture. If you are called upon to make an ability score test that falls under one of your Adventure Verbs, you count as scoring a success on 4s as well as 5s and 6s.
You also have three Personal Traits that also function as Adventure Verbs, providing this bonus if you perform an action that accords well with the trait. Performing an action that goes directly one of your traits causes you only score successes on 6s.
You only gain the bonus from a single Adventure Verb per test, even if multiple verbs could apply to the same test. If you are acting against one of your Personal Traits but with one of your Adventure Verbs, you score successes normally. Your Verbs & Traits can be used with any ability score, in theory. These bonuses explicitly never apply to combat actions, which are all more narrowly defined, or to tests that get made as part of casting spells.
Fair warning, reading through these will make the gerund form start to seem all weird.
Basic: Climbing, Digging, Driving, Lifting, Marching, Pain-Enduring, Riding, Rowing, Sailing, Smashing, Swimming, Throwing
Bushcraft: Animal-Wrangling, Cooking, Fire-Starting, Fishing, Fleeing, Gathering, Navigating, Pursuing, Snare-Setting, Tracking, Weather-Enduring, Weather-Knowing, Wound-Treating
Social: Arguing, Bargaining, Captaining, Counsel-Giving, Dancing, Flattering, Insulting, Intimidating, Lying, Mood-Reading, Music-Playing (Pick One Instrument), Singing, Speech-Giving, Torturing
Stealth: Corpse-Handling, Disguising, Hiding, Lock-Opening, Noise-Hearing, Pocket-Picking, Snare-Disarming, Sneaking, Spotting
Craft: Brewing, Cloth-Making, Engineering, Farming, Leather-Working, Metal-Working, Poisoning, Stone-Cutting, Wood-Working.
Academic: Appraising, Lore-Recalling (Pick from Customs, Divine, Kindreds, Occult, Warfare, Wilds), Memorizing, Number-Working, Reading, Writing
A character chooses one trait from each column. A character cannot choose multiple traits from the same row.
Self-Despising
Proud
Overweening
Faint-Hearted
Valiant
Reckless
Undernourished
Hearty Eater
Glutton
Tactless
Truthful
Dishonest
Teetotaler
Social Drinker
Tippler
Prude
Passionate
Lecherous
Miser
Generous
Spendthrift
Uninventive
Imaginative
Fanciful
Forgetful
Mindful
Pedantic
Fanatical
Pious
Blasphemous
Slovenly
Clean
Dandy
Terse
Well-Spoken
Garrulous
Meek
Even-Tempered
Wrathful
Unjust
Honorable
Self-Righteous
Lazy
Steady
Manic
So, the feedback I'm looking for:
1. Do all the verbs seem useful? This is a game with a lot of travel and downtime activities as well as dungeoneering & combat. It's ok if two verbs have some overlap, as long as each one has something it's useful for that the other isn't.
2. Is it reasonably clear what each verb means? Do any of them seem likely to be excessively broad in application?
3. Are there any major gaps in the verbs? Actions typical to fantasy adventures that aren't covered here?
4. Same for the the Personal Traits. Roughly, I tried to make each row involve deficiency, balance, and excess of a particular trait. Does that come across? Do any of them seem too useful or too impeding compared to the others in the the same column?