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Skills and Proficiencies

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Skills and Proficiencies Empty Skills and Proficiencies

Post by Admin Fri Jul 01, 2011 5:25 am

The idea of Skills and Proficiencies is to provide a base of abilities that people can select during character creation to further detail that character. This also provides justification to some of the character's future actions (How did they suddenly become an expert at X?) as well as limits them in logical situations (They aren't trained in that!). Skills and proficiencies aren't meant to limit a character beyond what the player wishes. They are instead meant to flesh out that character and provide a qualitative base to compare individuals, such as in a fight between two swordsmen.

Skills are abilities or concepts that are learned over time.

Skill List:
Swordsmanship
Axemanship
Polearmsmanship
Knife Fighting
Unarmed
Shield Use
Archery
Siege Operation
Ballistics
Horsemanship
Command
Medicine
Politics
Hard Labor
Fine Labor
Larceny
Charisma
Education
Science

Proficiencies are specific specialties of a skill that are most practiced.
Proficiencies List:
Swordsmanship: Long, Broad, Short, Zweihander, Curved
Axemanship: Hand, Long, Throwing
Polearmsmanship: Spear, Halberd, Glaive, Staff
Knife Fighting: Assassination, Thrown
Unarmed: Grappling, Self-Defense, Disarmament, Offensive
Shield Use: Defensive, Offensive
Archery: Short, Long, Composite, Crossbow
Siege Operation: Precision, Siege
Ballistics:
Horsemanship: Taming, Charging
Command: Strategy, Tactics
Medicine: Herbalism, Poison, Surgery, General
Politics: Administration, Nobility, Silver Tongue
Hard Labor: Mining, Masonry, Farming, Logging, Smithing
Fine Labor: Fishing, Butchery, Jewelry, Fine-smithing, Bowyer, Pottery, Painting, Sculpting, Carving, Tailoring, Leatherworking
Larceny: Stealth, Theivery
Charisma: Public Speaking, Seduction
Education: Writing, Archiving, Teaching, History
Science: Mathematics, Astronomy, Biology, Chemistry, Geology, Physics, Engineering

The qualitative system for Skills consists of five ranks, -1 through +3.
At the qualitative rank of -1, a character is somehow incapable of that skill. This could be due to physical limitations (amputated arms or legs) or mental limitations (amnesia, insanity, stroke) or otherwise. Skills listed at rank -1 have unusual circumstances and should have good reason for being at that rank.
At the qualitative rank of 0, a character's ability with the skill are inconsequential. They might be untrained or have no interest. They are not necessarily incapable of performing actions pertaining to the skill itself; one who has never cut down a tree has seen trees that have been cut and the tools used and can cut down the tree albeit unskillfully. Similarly, one who has never cared for another medically may have seen or heard that wet cloth is used to calm fevers or wrap wounds and perform without experience. Skills that have a rank of 0 should not be listed, as it is understood that all unlisted skills are at or around rank 0.
At the qualitative rank of 1, the character has some degree of experience or natural talent for the skill. Their ability sets them apart from the crowd. They perform their tasks faster or with greater precision.
At the qualitative rank of 2, the character has a great deal of experience or are remarkable prodigies who have shown their quality with the skill. These characters are far removed from the base crowd and are set apart even by those who practice the same ability. They are often identified by their capability and respected.
At the qualitative rank of 3, the character has a vast deal of experience or who are born with natural talent that have proven their worth and honed their skill over the course of a decade or longer. Skills at this rank are often life-time investments or carry a great deal of their personal identity. Characters who have this much skill are worthy of tales and legends.

This is largely a work in progress, though discussion (is it a good idea, is it a bad idea, skill and proficiencies suggestions, questions of clarification, etc.) is appreciated. I'll write up more detail about each skill and proficiency at a later time. This is just a basic list of what I could think of at the time.
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Skills and Proficiencies Empty Re: Skills and Proficiencies

Post by Admin Fri Sep 02, 2011 10:39 am

In the pursuit of developing skills, it is important to establish a certain classification in order to continue the roleplaying style we have.

The classification is whether the skill is an 'RP Skill' or not.

The difference is whether or not the player must also know what the character knows to perform the skill.

An example of what I feel is a non-RP Skill is astrology. The player doesn't need to actually know astrology, other than perhaps the definition and what uses it may have. Any actions they take with astrology doesn't necessarily need to be explained. Their character knows astrology, so they should be able to figure out things that go along with that.

An example of an RP Skill, in my opinion, is, for example, 'a silver tongue'. The player must actually be able to at least emulate eloquence. Otherwise, someone's post will be
i talk and everyone is impressed

That is completely against how we want ROKK to be established. Another example would be Leadership or Strategy or Tactics. Someone should not be able to magician a result that is heavily based in thought and writing. "I come up with a good plan and tell my guys to do it." is unacceptable.
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Skills and Proficiencies Empty Re: Skills and Proficiencies

Post by Admin Sun May 20, 2012 2:46 am

Thoughts?
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