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The Dresden Files => DFRPG => Topic started by: Sanctaphrax on September 29, 2012, 03:03:27 AM

Title: Messing With The Skill List
Post by: Sanctaphrax on September 29, 2012, 03:03:27 AM
Hypothetically, how would you write the skill list for this game if you were given the opportunity to redo everything from scratch?

Personally, I wouldn't change much.

But I would redo the combat skills. It kinda bugs me that only a fool or a non-optimizer would take all three of them at high ratings on the same character. And I don't like the way that Fists drops in usefulness when the game assumptions change a bit.

So I'd merge Guns and Fists and Weapons into Melee Combat and Ranged Combat. Each would have a trapping that lets you defend against melee or ranged attacks respectively.

This has the added benefit of making Athletics less mandatory.

(This isn't my idea, other people have proposed it. But only recently did I buy into it.)

Apart from that, I'd just re-emphasize a few trappings. I'd put a bit of stress on Endurance's defensive applications so that people don't just take it at 3 and forget about it. I'd make Craftsmanship's Building trapping as useful as Resources's Buying trapping, because building stuff is awesome and not enough people want to do it. And I'd make it clear that people can make a First Impression roll with basically any social skill, because not all first impressions are about being nice.

I guess I might drop Burglary too, it's a bit unnecessary. Or maybe I'd add an Exactly As Planned trapping that'd let you retroactive Declare that you were ready for whatever happens.

So, that's my take. What's yours?
Title: Re: Messing With The Skill List
Post by: Locnil on September 29, 2012, 05:37:08 AM
I'd cut down on the number of skills, actually, and explicitly include "placeholder" skills for when skills get really high.

Also, what skill would you assign the Exactly as Planned trapping to?
Title: Re: Messing With The Skill List
Post by: Mrmdubois on September 29, 2012, 06:30:41 AM
Do you think this would see an increase in stunts in order to differentiate styles?

Because it does change the flavor of the skill somewhat if one skill covers all the physical means of mayhem and one other covers all of the ranged options.

You can fix somewhat with Aspects and narrative, but it doesn't really change the underlying framework of your proposed change to mechanics.

I totally agree that more people should be crafting though, making Athletics less mandatory, and the social stuff.  Plus I'm also curious what you'd do with Burglary exactly.
Title: Re: Messing With The Skill List
Post by: KOFFEYKID on September 29, 2012, 11:11:32 AM
I'd take Intimidate and Deceit and combine it into "Manipulate", and probably find a way to combite Rapport and Empathy into something that sounds good. Really social skills are out of control, there are way too many of them (Rapport, Deceit, Intimidate, Presence), playing a "social character" means gimping you so badly in almost all other areas that its hardly feasible, especially since Social Combat doesn't come up nearly as often as the other types.

This is in addition to Sanctaphrax's edit, since I like what he did there. :)

Also, since cutting down on the number of skills in the game radically drops the shelf life of a game, I'd implement my "increased skill floor" idea to compensate. I mean, once you have all the skills you cant actually progress further, which I always thought was silly even if it is completely unlikely that one character would have every skill rated at some number.

The increased skill floor is a mechanic that is added into the rules for improving characters. Instead of raising the skill cap for all skills by one at certain milestones I advocate the option to raise the "floor" by one as well. The Floor starts at 0, and by raising it to 1 any skill that has no skill points invested in it is treated as if it had 1 skill point invested in it for all purposes (including for purposes of skill columns).
Title: Re: Messing With The Skill List
Post by: Sanctaphrax on September 29, 2012, 09:49:04 PM
I'd cut down on the number of skills, actually, and explicitly include "placeholder" skills for when skills get really high.

Also, what skill would you assign the Exactly as Planned trapping to?

Which ones would you cut/merge? I'm curious to see if your take is similar to mine (http://www.jimbutcheronline.com/bb/index.php/topic,31497.msg1350511.html#msg1350511).

Not sure how I feel about placeholder skills. The idea seems to punish anyone whose concept doesn't work with certain skills. I'd rather raise the floor or allow people to make up new skills.

And Exactly As Planned would be part of Burglary.

Do you think this would see an increase in stunts in order to differentiate styles?

Because it does change the flavor of the skill somewhat if one skill covers all the physical means of mayhem and one other covers all of the ranged options.

You can fix somewhat with Aspects and narrative, but it doesn't really change the underlying framework of your proposed change to mechanics.

I totally agree that more people should be crafting though, making Athletics less mandatory, and the social stuff.  Plus I'm also curious what you'd do with Burglary exactly.

You've got a point about the consequences of merging combat skills. I've raised similar objections myself.

But in the end I decided it was worth it.

I'd take Intimidate and Deceit and combine it into "Manipulate", and probably find a way to combite Rapport and Empathy into something that sounds good. Really social skills are out of control, there are way too many of them (Rapport, Deceit, Intimidate, Presence), playing a "social character" means gimping you so badly in almost all other areas that its hardly feasible, especially since Social Combat doesn't come up nearly as often as the other types.

This is in addition to Sanctaphrax's edit, since I like what he did there. :)

Also, since cutting down on the number of skills in the game radically drops the shelf life of a game, I'd implement my "increased skill floor" idea to compensate. I mean, once you have all the skills you cant actually progress further, which I always thought was silly even if it is completely unlikely that one character would have every skill rated at some number.

The increased skill floor is a mechanic that is added into the rules for improving characters. Instead of raising the skill cap for all skills by one at certain milestones I advocate the option to raise the "floor" by one as well. The Floor starts at 0, and by raising it to 1 any skill that has no skill points invested in it is treated as if it had 1 skill point invested in it for all purposes (including for purposes of skill columns).

I can get behind the idea of merging social skills, but I don't think Deceit and Intimidation go well together. Con men aren't that scary, and thugs aren't that tricky.

Perhaps, instead of merging social skills, you could expand each one so that you don't need to take more than a couple.

Raising the floor seems like a good idea, but it bugs me that investing 1 point in a skill does nothing under those rules.
Title: Re: Messing With The Skill List
Post by: Taran on September 30, 2012, 12:01:42 PM
An idea I've had - and I'm not even sure it would work:

If you merge skills (and their trappings), you could have it where you choose, for example, 3 trappings at mediocre and then get an addtional trapping for every point above.  (maybe have it follow the stress track proggression).

That way, if you merge something like deceit and Intimidate, you can have one player choose all the deceit-type trappings(the con man), while another might choose the intimidate-type trappings(the thugs).  Someone else may mix and match. 

This will make it so not every character is the same.  It also encourages raising low skills to unlock additional trappings.  You could even have stunts that give trappings as well. 

What do you think?
Title: Re: Messing With The Skill List
Post by: Tedronai on September 30, 2012, 12:12:01 PM
Unfortunately, this combination of changes makes 'jack of all trades' characters incredibly difficult to represent, requiring significant refresh simply to attain low level proficiencies in wide ranging fields.
Title: Re: Messing With The Skill List
Post by: Sanctaphrax on September 30, 2012, 05:38:07 PM
Eh, I don't think that'd work so well. It would vastly increase the complexity of any given character. And in order to work it would require all trappings to be equal, which they aren't.
Title: Re: Messing With The Skill List
Post by: JDK002 on September 30, 2012, 06:19:00 PM
While I agree some of the games skills are under utilized, crafting, driving, survival are near useless so far in my game.  I don't think I would personally try and make any sweeping adjustments.  This is mostly due to the fact that making them almost always created drastic changes to the core mechanics that you never consider until it happens.

I perfer to keep the mind set that it's the GM's responsibility to come up with scenarios and situations were every character has their time in the spotlight and play to/against the characters strengths/weaknesses.

If doing so becomes a regular issue with a character, then it's time to talk with that player and re-evaluate their character.
Title: Re: Messing With The Skill List
Post by: crusher_bob on October 01, 2012, 05:24:44 AM
I perfer to keep the mind set that it's the GM's responsibility to come up with scenarios and situations were every character has their time in the spotlight and play to/against the characters strengths/weaknesses.

I really don't like this attitude when talking about game design.  In theory the GM could do it, but it's not really the GM's main job.  The designer should be trying to make the rules set as easy for the GM (and other players) to use as possible, so that the GM can concentrate on other things.

It's just like arguing refresh points costs.  Sure the GM could try to balance everything, but if the refresh point costs are done correctly in the design, it's not something the GM has to worry about.

In addition, we should assume that every GM has ultimate system mastery, able to make good rulings every time something comes up.  Most people don't have good system mastery

Now, things I'd think about changing.
I don't like exactly how the social skills are split up.  I'm not sure what having high levels of deceit is actually good for, since almost all of your actual social skills are covered by rapport.  Next, there's no explicit skill to provoke people.  As often as Harry does this deliberately, you'd think there'd be a skill trapping for it.  Adding a 'provocation' skill trapping to intimidate might help, but even then, intimidate seems to be a rather limited skill when compared to rapport.

Part of the reason the driving skill gets no use is that there aren't any chase mechanics. Are there any good chase mechanics for other games that might be stolen?  Or does anyone want to take a crack at coming up with some?

An additional problem is that car chases work fine when you only have one or two protagonists, but tend to get odd when you have 4 or more.  One guys makes a character who's good at driving, and he expects to get into cool car chases.  What he really gets to do is drive the minivan that the rest of the team rides around it.  And if there is a car chase, the car character has the embarrasment of driving a minivan for his part of it.  Or even worse, the wizard in the back of the minivan waves his staff around and all the cars chasing the minivan suddenly explode.  All that's left for the car character to do is drive the minivan back to base, carefully obeying the speed limit the whole way.

Another problem is the linking of athletics to defense.  This means that almost all combat characters can move around like jet fighters if they feel like it.  A gun generally has a range of two zones, a combat character can move somewhere between 4-8 zones per round, if they want to sprint.  This means that any fight that someone wants to run away from will quickly leave everyone who isn't the road runner behind.  That social character who wanted to help by doing some maneuvers?  Now that the fight is finally over, you'd better call him and tell him where you finally ended up, so he can get a cab here.  If you had to wait for him to run all that distance, like you'd just done, you'd be here all day.



Title: Re: Messing With The Skill List
Post by: Sanctaphrax on October 01, 2012, 07:12:07 PM
@JDK002: What you say makes sense if and only if you don't have the understanding of the system necessary to see what the repercussions of your changes will be.

I'm pretty confident in my ability to hack DFRPG, so I prefer to solve issues at the design level rather than the play level.

@crusher_bob: There actually is a Provocation trapping for Intimidation. But your point about Rapport is pretty true.

As for Driving, Spirit Of The Century has some chase rules. I've never actually played SotC, so I'm not sure whether they're good, but still I'm kinda surprised that Evil Hat didn't bring them into DFRPG.

Exalted also got some chase rules in a recent supplement. They look pretty solid to me.

Personally, though, I think the lack of rules for using a vehicle in combat is a bigger issue than the lack of rules for chases. If I make a wheelman, I want to run some vampires over. Needing to ad-lib the rules for that makes me a little less keen on playing a wheelman.

As you may remember, I tried (http://www.jimbutcheronline.com/bb/index.php/topic,24168.msg1024032.html#msg1024032) to come up with some vehicle combat rules (http://www.jimbutcheronline.com/bb/index.php/topic,24744.msg1050694.html#msg1050694) ages ago. They were okay, thanks mostly to devonapple doing most of the work, but they were never really complete. Recently I've been thinking about taking another shot at at them.
Title: Re: Messing With The Skill List
Post by: KOFFEYKID on October 01, 2012, 10:48:44 PM
I think, if I were to do Driving rules for combat I would treat the vehicle as a sort of "zone within a zone". All attacks moving from outside in would face a border penalty of a rating equal to the quality of the vehicle (tanks would be, say, 5 with a high armor as well).

Drive would modify movement based on the speed of the vehicle, and then ramming would be a contest of 4dF+Drive, Weapon Rating: Armor as an attack roll against their 4dF+Drive & Armor rating.

Attacks from inside out would depend on the vehicle, but generally would be either 0, half or full depending on the type of vehicle in question.
Title: Re: Messing With The Skill List
Post by: Ophidimancer on October 02, 2012, 12:07:22 AM
I don't think I would mess with the Skills very much, though certain other tweaks I use kinda change how the Skills are used.  For example I kinda changed Mental and Social stress a bit in that Social stress is only inflicted by attacks meant to change the character's image, whereas Mental stress is inflicted by attacks meant to change the character's mind.

This makes Conviction useful in making an unflappable character, as it should be, and it also makes persuasive characters more powerful against casters, since they can throw them off their game with Mental attacks.
Title: Re: Messing With The Skill List
Post by: crusher_bob on October 02, 2012, 08:03:00 AM
When it comes to dealing with vehicles, I think covering chases and crashes are more important that rules for using vehicles as moving platforms for gun battles.  The assumption with most combats is that they would be over long before a 10 minute car chase could resolve things, which would mean that actual car chases are almost always resolved by shooting at each other, never by one guy crashing, or whatever.  But most people who want car chases in their games want actual car chases, not a gun battle with moving cars as a set piece.

Title: Re: Messing With The Skill List
Post by: admiralducksauce on October 02, 2012, 11:28:38 AM
I half-assed some car chase mechanics in a session a few months back. I have the overview here in my Highway to Hell thread (http://www.jimbutcheronline.com/bb/index.php/topic,21813.msg1328811.html#msg1328811), but I'll quote the relevant bit here as well.

Quote from: me
Ever since Spycraft I’ve been entranced by the idea of simulating car chases in RPGs. I’ve worked up homebrew chase mechanics for everything from Savage Worlds to ORE, but hadn’t tackled FATE yet. This scene was pivotal, and I wanted to emphasize the monster-hunting bikers aspect of the campaign by having a chase. But because I didn’t have anything concrete mechanically ready to go, I asked the table. We felt the “default” suggestion of “best X of Y” rolls wasn’t going to be satisfying. The SOTC idea of “follow the leader’s roll” was too simple - again, not varied or satisfying enough. Each party in the chase had a stress track?  Too fiddly, and how would you handle this three-way chase if there was only 1 stress track? I felt going back to the FATE fractal was the right idea, though, and Diaspora’s social combat popped into my mind. My ORE chase rules involve participants shifting in between abstract states or range bands, and this idea mapped well to a zone map! I hastily scribbled out the following zones on our map:

Lost
Trailing
Sight
Shoot
Ram
Cornered

Abel’s men and Dallas started in “Sight”. The gang all started in “Trailing”. The idea here was if you and another character were in the same zone, you could do that action to them. I ruled that opposed Driving checks would let you move yourself OR another character, and if you beat the DC by 3 you could move an additional zone. Abel’s goons, Rowsdower and Troy, wanted to get themselves and Dallas Junior Brown into the Shoot, Ram, or Cornered zones. Dallas wanted everyone “off the map”, and tried to keep himself down towards the “Lost” zone. The PCs mostly went after Abel’s men but worked to hinder Dallas and keep him from giving them the slip. I saw a few potentially weird conditions in this thrown-together map but the problems were specific to the map I’d designed and not the basic idea.  I’ll get into that after the session writeup.

Engines roared and tires squealed as Dallas and his pursuers ripped through the strips and suburbs of Austin. It was a close thing - Dallas had a Driving +4 compared to everyone else’s +2, but the bikers used Maneuvers and teamwork to even the odds.  Rowsdower and Troy got Dallas into “Shoot” - Dallas threw the Chevelle into reverse down a narrow alley and the Crown Vic followed, headlights to headlights.  Troy carved up Dallas’ hood with a Micro-Uzi but Dallas blanketed the mercs’ windshield with buckshot. Rowsdower and Troy didn’t see Bill roaring up alongside them until it was too late. The former denarian host unloaded his Judge into both the Crown Vic’s left tires (it could’ve been damage, but Bill wanted to name the nature of the Aspect himself and so rolled it as a Maneuver). The black sedan trailed sparks as it slid into the main throughfare, unable to follow Dallas as he executed a perfect J-turn and headed for the highway. In zone terms, both Dallas and the PCs conspired to move the Crown Vic into the “Lost” zone.

Scott was ahead of the chase nearly the entire time. He saw Dallas trying to escape and swerved in front of a semi making for the onramp.  The truck blocked the freeway exit and forced Dallas back into the rat’s nest of strip malls and Whataburgers. Dallas knew he had to get these bikers off of him one way or the other.  He chanced moving Scott into the “Ram” zone (it’s like the friend zone but more violent), but it backfired.  Scott’s store of FP prevented him from falling back and clever use of saved free tags led to Dallas being forced into the loading dock at the local Home Depot.  The wheelman, a showoff until the end, put his blue Chevelle up on two wheels to fit through the loading door. Tires squealed, the car slid sideways, and Dallas parked his muscle car - hard - into the lumber aisles.

And also:

Quote from: me
I really liked the idea of using a zone map for relative positioning during a chase scene, and for the most part I think it worked out well. I’m not sure how much I liked the simplification where you moved 1 zone on any success and an additional zone if you rolled 3 over the difficulty. That could be fixed by having a series of intermediate zones or obstacle ratings, then you could simply use your Driving effort-as zones moved. I do know I liked the ability to move other participants, and that’s a key feature towards making this rules variant work. That part’s taken straight from Diaspora’s social combat, though, so I probably just need to locate their SRD and reread it a bit.

Another bugbear with the system occurs when you have A chasing B who is chasing C, like the Dallas Junior Brown chase (I can’t not write his full name). You can end up with a situation where Alice rolls against Bob but manages to end up in a zone more suited for tackling Charlie, effectively using Bob’s lower skill to bootstrap her way into an advantage. Another hiccup is that when Bob is “Trailing” Charlie, he’s automatically also trailing Alice.  Maybe a Venn diagram-style zone map would fix multiparty chases, I don’t know yet. I think the idea is sound, the maps just need some thought.

Shooting the car vs. shooting the driver: I ruled Kathryn’s attack on the helicopter pilot as a “RCV blood sack” situation. First, she has to be using a weapon that can penetrate the vehicle - no headshotting tank drivers with a rifle unless they’ve stuck their head out. Second, she needs to hit by 3 over the difficulty or have an appropriate Aspect to tag for effect, much like starting a grapple requires an Aspect placed first.

My car stats were basically just stress tracks (Armor:1, 3 stress boxes), but you could easily use the FATE Fractal to give them Aspects (“Supercharged”, “Last of the V8s”), Stunts/Powers (“Turbo Boost”), and Skills (“Maneuverability”, “Durability”, “Speed”). IMO car “skills” would work best as modifiers to the driver’s own skill. The stress tracks I kept low because it was fairly difficult to line up shots, so a successful shooting attempt should have significant impact.

Although we should maybe take car chase discussion out of here and into a separate thread, and leave this one for skills?
Title: Re: Messing With The Skill List
Post by: Blechpirat on October 02, 2012, 03:57:32 PM
I can get behind the idea of merging social skills, but I don't think Deceit and Intimidation go well together. Con men aren't that scary, and thugs aren't that tricky.

The good ones are. James Bond for example. And he also has a high rapport.
Title: Re: Messing With The Skill List
Post by: Sanctaphrax on October 02, 2012, 08:31:29 PM
I don't think I would mess with the Skills very much, though certain other tweaks I use kinda change how the Skills are used.  For example I kinda changed Mental and Social stress a bit in that Social stress is only inflicted by attacks meant to change the character's image, whereas Mental stress is inflicted by attacks meant to change the character's mind.

This makes Conviction useful in making an unflappable character, as it should be, and it also makes persuasive characters more powerful against casters, since they can throw them off their game with Mental attacks.

I do like the idea, but it's a pretty significant change. I'm reluctant to try it for exactly that reason.

But most people who want car chases in their games want actual car chases, not a gun battle with moving cars as a set piece.

Well, yeah.

But cars aren't just for car chases. Given how much violence your typical Dresden scenario involves, I think it's really lame if a wheelman has to either make up rules or get out of his car when people start shooting.

I half-assed some car chase mechanics in a session a few months back. I have the

...

Although we should maybe take car chase discussion out of here and into a separate thread, and leave this one for skills?

I do like the look of that system, but you're right. Another time.

The good ones are. James Bond for example. And he also has a high rapport.

That doesn't erase the problem with merging Deceit and Intimidation, though.

Look at Harry. He's a scary and provocative chap, definitely high Intimidation. But his Deceit is nothing special. So merged Deceit and Intimidation would make him significantly harder to write up.
Title: Re: Messing With The Skill List
Post by: admiralducksauce on October 02, 2012, 09:46:03 PM
I'd break social skills down into Guile, Presence, and Empathy.

Guile covers manipulating people to give you what you want. It's an active, offensive skill. That makes it sound a little negative, but that's because it's self-serving. If you're out there being generous there's likely not a reason to ROLL anything. Manipulation, persuasion, lying, bluffing.
Possibly disguise as well. You are convincing the target to change their mind.

Presence is first impressions, intimidation, provocation, public speaking. Loud, overt displays of social prowess. You are forcing your will upon your target, and making their mind up for them because the alternatives are not as interesting / too scary / too shaming to accept.

Empathy I see as more defensive/detection-oriented, and doesn't need too much changed IMO. It's just kind of wishy-washy when you would use it to "attack" is all.

Quote
I don't think I would mess with the Skills very much, though certain other tweaks I use kinda change how the Skills are used.  For example I kinda changed Mental and Social stress a bit in that Social stress is only inflicted by attacks meant to change the character's image, whereas Mental stress is inflicted by attacks meant to change the character's mind.

This makes Conviction useful in making an unflappable character, as it should be, and it also makes persuasive characters more powerful against casters, since they can throw them off their game with Mental attacks.

FWIW, and regarding Conviction, I try to get an idea of what each of my PCs' Conviction is actually about. What DO they believe in? And then I let them use Conviction to defend against any social stressors that would directly affect that belief if they want. Otherwise, yeah, I generally agree with Opidiomancer. I know my POV of where the Mental/Social Stress tracks divide isn't exactly RAW, but I like that "Composure / Reputation" feel more than the "Psyche / Everything that's not the former" feel.

Finally, I freely admit you can come up with examples that my model doesn't work with either. That's true for anything anyone's going to come up with.
Title: Re: Messing With The Skill List
Post by: Ophidimancer on October 03, 2012, 12:01:23 AM
I do like the idea, but it's a pretty significant change. I'm reluctant to try it for exactly that reason.

I'm pretty sure I got the idea from Shards of FATE, though.
Title: Re: Messing With The Skill List
Post by: Mojosilver on October 03, 2012, 04:37:49 PM
Wow cool subject.
hmm Athletics seems to be over powered and might under powered. not sure how to fix that.
i'd combind drive and contacts in to streetwise. know the people and the town. alertness and investigation in to Perception. i don't think i'd keep presence. it seems to be even less usefull then endurance. put at 3 and foget about it. not sure what to with social defense. craftsmanship and resources seems more like backround aspects to be handled as aspects. preformance could be handled by the social skills and/or knowledge skills. that my two cents. thanks bye.
Title: Re: Messing With The Skill List
Post by: Sanctaphrax on October 03, 2012, 11:20:38 PM
Looks like there's more discontent with the social skills than I figured.

I kind of like the ones we have now, but I'd be willing to try a revision.

Warning: I'm about to philosophize.

When writing a skill, you need to think about what kind of characters would be good at the skill in question. Then you need to try and make it so that the skill covers the things those characters have in common without covering the things they don't.

Look at Might, for example.

Pretty much anybody who's good at lifting stuff can break stuff, and if someone who's really good at lifting stuff and breaking stuff gets ahold of you you're in trouble. So Lifting, Breaking, and Wrestling all make sense as Might trappings.

Unarmed attacks, however, would not make a good Might trapping. Because there exist lots of high-Might characters that aren't terribly good at punching. So despite the obviously huge applications of physical strength in a fistfight, Brawling should not be a Might trapping.

Martial artists might point out that Wrestling isn't just about muscle either. But that actually doesn't matter. Because the type of character that has high Might can generally crush the life out of you.

When writing a social skill list, you should divide the skills by type of character.

Which is why I like the current social skill list. "He's a high-Rapport type" is actually a meaningful description of a character. And if my character for whatever reason deserves a high Rapport, I don't need to worry that he's going to acquire trappings that don't make sense for him.

That's also the issue I see with a lot of these adjustments. They seem to be divided by how the skills work rather than by the types of character that would take the skills.

Did that make sense?
Title: Re: Messing With The Skill List
Post by: Lamech on October 04, 2012, 04:44:52 AM
The main thing I would do is say that one gets access to a library (somehow) equal to their lore, and another equal to their scholarship. Super-scientist probably has subscriptions to all the best journals.

Also I would let someone with craft get access to a workspace of their skill. Its silly IMO that crafts requires a second skill to be useful. (Especially one you can fairly well replace the skill in the first place.)
Title: Re: Messing With The Skill List
Post by: admiralducksauce on October 04, 2012, 02:45:49 PM
Quote
When writing a social skill list, you should divide the skills by type of character.

Which is why I like the current social skill list. "He's a high-Rapport type" is actually a meaningful description of a character. And if my character for whatever reason deserves a high Rapport, I don't need to worry that he's going to acquire trappings that don't make sense for him.

That's also the issue I see with a lot of these adjustments. They seem to be divided by how the skills work rather than by the types of character that would take the skills.

Did that make sense?

It makes sense. I think another related issue might be the squishiness of the social skill trappings. It's pretty clear when you use Guns or Resources, but it's not always so cut and dried when to use Empathy over Rapport, or Presence over Rapport, or if lying just a little bit automatically switches you to using Deceit.

Mostly I understand what people are saying about needing so many social skills, but theory-wise, you need just about as many skills to be a well-rounded social character as you do to be a well-rounded combat character. Compare:

Guns
Unarmed
Weapons
Athletics
Endurance

with

Rapport
Deceit
Intimidate
Empathy
Presence
Title: Re: Messing With The Skill List
Post by: Ophidimancer on October 04, 2012, 03:04:17 PM
You should probably include Alertness on the combat list as well.
Title: Re: Messing With The Skill List
Post by: Tedronai on October 04, 2012, 03:12:37 PM
The only time that a character statted for use of weapons or guns will actually need fists is if they've accepted a compel to that effect.
The same cannot be said of a character with high rapport needing to use deceit to accomplish the task at hand.
Title: Re: Messing With The Skill List
Post by: Ophidimancer on October 04, 2012, 03:59:49 PM
The only time that a character statted for use of weapons or guns will actually need fists is if they've accepted a compel to that effect.
The same cannot be said of a character with high rapport needing to use deceit to accomplish the task at hand.

But what about those times when someone needs to put a False Face Forward?  Rapport is good in the social game, but it won't help you lie, and sometimes your opponent just doesn't want to hear the truth.
Title: Re: Messing With The Skill List
Post by: Centarion on October 04, 2012, 06:07:36 PM
That's the point. In order to be good in all/most social conflicts you need to be able to talk to people normally in a not deceitful non threatening manner, so you need Rapport. You also need to be able to lie and detect lies, so Empathy and Deceit. You also want to be able to take a hit, so Presence. You do not necessarily need intimidate, but it can also be useful.

On the other hand,  in order to be good in a fight you need Fists + the footwork stunt, and Endurance. You can do similar things for all the other skills. You really do not need the other skills, since a character with weapons, will generally always be armed, at least with that one backup knife. If not it is because they took one or more compels, which is not really a bad thing for them.   
Title: Re: Messing With The Skill List
Post by: admiralducksauce on October 04, 2012, 06:18:41 PM
OK, your example is cheating a bit by using the Footwork stunt.  :)  You could take similar stunts for social skills to reduce the total number of skills you need, sure.

And a Fists character is not a well-rounded combat character. I didn't say ineffective, but they're certainly not well-rounded. Thing is, a specialist like that is somewhat tolerated and maybe even expected in some groups. However, you get funny looks if you say "My character can handle this negotiation, but only if I lie ALL THE TIME."

I don't know, guys. I'm really waffling here. I kind of think either 1) Rapport and Deceit could be combined as your catch-all persuasion/manipulation skill, or 2) Rapport and Empathy could be combined as a "regular conversation / sensing motives" skill, leaving Deceit for the hardcore manipulation. Actually, the more I think about it, the more I like #2. Drop Rapport; the name "Empathy" is pretty good at covering some of those trappings IMO.

Title: Re: Messing With The Skill List
Post by: Centarion on October 04, 2012, 06:43:37 PM
I agree, I do not know of all that many character types that are good a Rapport and bad at Empathy or vice verse. Generally good conversationalists can read people. The downside to this is that it makes new "Empathy" pretty much required, while Deceit and Intimidate are less useful. On the other hand combining those is not as clean since there are plenty of non-scary liars and scary blunt people.

About the footwork thing, which one trapping would you take from one social skill and put on another to cover all/most types of conflicts? With physical and footwork, you get all attacks and defenses on one skill, and stress from Endurance. How do you replicate this with social? You just cant, you cannot be a lie detector, a liar, and a conversationalist with one stunt and one skill.
Title: Re: Messing With The Skill List
Post by: admiralducksauce on October 04, 2012, 07:52:36 PM
Quote
You just cant, you cannot be a lie detector, a liar, and a conversationalist with one stunt and one skill.

Nor can you be a martial artist, artful dodge, and a gunslinger with one stunt and one skill. However, I totally agree that most of the time our liar is going to want to mix and match lying and conversation. It's just natural. Most times your typical martial artist will NOT be combining Unarmed with Guns in the same manner.

Hmm. okay, my counterexample is a bit unfair too. Perhaps Unarmed and Weapons is a better example. It can overlap in a split-second (see any Jackie Chan movie) just like Rapport and Deceit, so maybe we should combine them as well.

Or just have people take more trapping-reassignment stunts.
Title: Re: Messing With The Skill List
Post by: Sanctaphrax on October 04, 2012, 09:13:14 PM
1. I don't think it's a good idea to merge Rapport with other skills. It's already the best social skill, the way I read it.

2. Rapport is the only social skill that cleanly merges with anything, though I guess you could make a case for Intimidation and Presence.

3. So if I were going to reduce the number of social skills, I'd want to write a new list entirely. Starting with the current list would probably trip me up.

4. But honestly I'd rather just make it easier to get by socially with only a few social skills. Swordsmen don't need Guns, thugs shouldn't need Rapport.

PS: Well-roundedness doesn't matter much. Effectiveness does. That being said, Fists and Footwork and Endurance won't get you far against serious opposition.
Title: Re: Messing With The Skill List
Post by: admiralducksauce on October 04, 2012, 09:27:58 PM
2. Rapport is the only social skill that cleanly merges with anything, though I guess you could make a case for Intimidation and Presence.

3. So if I were going to reduce the number of social skills, I'd want to write a new list entirely. Starting with the current list would probably trip me up.

4. But honestly I'd rather just make it easier to get by socially with only a few social skills. Swordsmen don't need Guns, thugs shouldn't need Rapport.

Because Rapport's already halfway to consuming the other social skills, that's why it sounds like it meshes well. :)

Let's take a step back and come at this from your "character-first" persepective. Instead of what social skills do you need, can you expound on the types of social characters you see as the most common archetypes? I'll toss out a few:

Thug
Bourne-spy
Bond-spy
Grifter/con artist
Made Man
Cop
Military officer
Priest
Reporter
The Gruff Lone Wolf (aka Wolverine)
The Smacktalker
Title: Re: Messing With The Skill List
Post by: Sanctaphrax on October 04, 2012, 09:45:16 PM
Actually...maybe we could shred Rapport and drizzle the bits into the other skills. That might kill two birds with one stone.

Good idea about the archetype list. Off the top of my head:

-Politician/businessman: Backs up Contacts and Resources with a diverse set of social skills.
-Diplomat: Goes into bad situations and resolves them through negotiation.
-Trickster: Probably some kind of supernatural, backs up magic tricks with mundane tricks.
-Thug: Good at hurting people and is damn scary.
-Nice Person: Just really nice. Not necessarily good at winning arguments, but likeable and a good shoulder to cry on.
-Leader: Inspirational and charismatic. Not necessarily tricky.
-Badass: Not necessarily capable of doing much socially, but totally unflappable.
-Face: Just really socially capable in general.
-God: Overpowered being whose general awesomeness translates into social awesomeness.
Title: Re: Messing With The Skill List
Post by: Centarion on October 04, 2012, 10:04:51 PM
1. I don't think it's a good idea to merge Rapport with other skills. It's already the best social skill, the way I read it.

2. Rapport is the only social skill that cleanly merges with anything, though I guess you could make a case for Intimidation and Presence.

3. So if I were going to reduce the number of social skills, I'd want to write a new list entirely. Starting with the current list would probably trip me up.

4. But honestly I'd rather just make it easier to get by socially with only a few social skills. Swordsmen don't need Guns, thugs shouldn't need Rapport.

PS: Well-roundedness doesn't matter much. Effectiveness does. That being said, Fists and Footwork and Endurance won't get you far against serious opposition.

I agree with this entirely. I think in the current list Rapport+Empathy is the only combo, and as you said it is clearly too strong in comparison to the other skills. I also think that you should be able to be effective in social conflicts with only 2 or 2.5 skills.

In order to do this, I agree, we need to start from scratch. I would offer suggestions for new categories and try to tie them to the Admiral's/Sancta's character tropes. The problem is that right now I am stuck in the mindset of the skills as written, s when I think shoulder to cry on I think Empathy, and when I think likable I think Rapport.

I agree, fists+footwork+endurance wont do it, but if you pair it with powers (Strength+Claws) it does, similarly you could substitute weapons or guns, but the disadvantage is that you are weak without your tools. In any case with only 2 skills and a stunt you can be effective in any physical combat where you get your tools, regardless of the type of opposition or the goal of the combat. The same cannot be said of social combat under the current system (and also social combat sees less use). 
Title: Re: Messing With The Skill List
Post by: ways and means on October 04, 2012, 10:14:13 PM
Weapons, weapon accuracy stunt, weapon defense stunt, glamours, true aim and weapon footwork is the sweet spot. Still that is 6 refresh worth of power to get good stealth (and a invisible sword), good defense (stunt + true aim) and a good attack and damage rating. This character will likely also have discipline/deceit at superb for reasonable social hacks or for mental defense.

As opposed to a social character who can be socially competitive with 2 skills and 2-3 refresh.  Though I have had some rather amusing situations come up in game where a player with high deceit but no other social skills lied to persuade a npc not because the lie helped but because if he had told them the truth he would be rolling a lot lower.
Title: Re: Messing With The Skill List
Post by: Centarion on October 04, 2012, 10:27:07 PM
Whoa whoa whoa. That is a totally unfair comparison. The first setup gives you +2 to hit, +1 defense, lets you use weapons for all defense, and also gives you many non-combat benefits of glamours.

You effectively have a weapons skill of 7 that can be used for almost all combat actions and weapon 5 (assuming a submerged type game). This is more than just enough to be good at physical combat. It is fairly excellent, and gives other benefits besides. And it only costs you one apex skills, which in my book is more valuable than refresh for most things.   

Your comparative social character is no where near that. They are competent. Lets assume you take Rapport and Deceit, and then you have to take Takes one to Know One. To get to 7 skill rating for attack and defense, you need some power that boosts Deceit and Rapport by 2 for all of the trappings. This does not exist AFAIK, outside of a very broad reading of Flesh Mask, but that has other baggage. So you are basically now taking 2-4 stunts, assuming that you allow social conflict stunts to give +2. So in order to be as good at social as your character is at weapons, you have to spend almost as much refresh, and 2 instead of one apex skills. You also do not get reasonable stealth or any other utility out of the deal. Also social combat just comes up less often and in my experience the payoff is less, or a forgone conclusion anyway. 
Title: Re: Messing With The Skill List
Post by: Ophidimancer on October 04, 2012, 11:12:24 PM
Actually...maybe we could shred Rapport and drizzle the bits into the other skills. That might kill two birds with one stone.

Good idea about the archetype list. Off the top of my head:

-Politician/businessman: Backs up Contacts and Resources with a diverse set of social skills.
-Diplomat: Goes into bad situations and resolves them through negotiation.
-Trickster: Probably some kind of supernatural, backs up magic tricks with mundane tricks.
-Thug: Good at hurting people and is damn scary.
-Nice Person: Just really nice. Not necessarily good at winning arguments, but likeable and a good shoulder to cry on.
-Leader: Inspirational and charismatic. Not necessarily tricky.
-Badass: Not necessarily capable of doing much socially, but totally unflappable.
-Face: Just really socially capable in general.
-God: Overpowered being whose general awesomeness translates into social awesomeness.

How about the Seducer/Seductress archetype?
Title: Re: Messing With The Skill List
Post by: atavistic on October 04, 2012, 11:23:21 PM
Rather then merging skills there are almost enough groupings of skills to want to create columns of related skills, putting all the physical skills in one (guns, weapons, fists, athletics, endurance), social in one (intimidate, deceit, rapport, empathy, presence), and then group the remaining 15 skills into a few groups like maybe (discipline, conviction, lore, scholarship) and ( stealth, burglary, investigation, alertness) et al.

  Then restrict a player to using only one skill column on their skill tree ( meaning only one grouped skill in any one skill rank).  This sort of thing starts to create a more rounded characters but still gives most of the variety that you would want from a diverse skill choice without having goons who cant talk and talkers who just stand there and bleed.  Heck you could even give out more skill points so people are missing less skills but make each column one rank lower then the previous to create a very sloped sort of organization.  You end up with less skills (and trappings) missed while not having to monkey odd trappings together as much.

PS: if your finding athletics to be far to potent, then yank the dodge trapping out, put a 'taking cover' trapping in guns to count as ranged defense, and 'spell defense' into discipline, and then everyone defends like skill with like skill, and then bringing a knife to a gun fight is way stronger truism.
Title: Re: Messing With The Skill List
Post by: Sanctaphrax on October 05, 2012, 02:20:06 AM
How about the Seducer/Seductress archetype?

Oops, forgot that one.

I agree, fists+footwork+endurance wont do it, but if you pair it with powers (Strength+Claws) it does, similarly you could substitute weapons or guns, but the disadvantage is that you are weak without your tools. In any case with only 2 skills and a stunt you can be effective in any physical combat where you get your tools, regardless of the type of opposition or the goal of the combat. The same cannot be said of social combat under the current system (and also social combat sees less use).

True.

PS: if your finding athletics to be far to potent, then yank the dodge trapping out, put a 'taking cover' trapping in guns to count as ranged defense, and 'spell defense' into discipline, and then everyone defends like skill with like skill, and then bringing a knife to a gun fight is way stronger truism.

I'm actually okay with Athletics's power level. I just think there should be (more) other ways to acquire physical defences.

In order to do this, I agree, we need to start from scratch. I would offer suggestions for new categories and try to tie them to the Admiral's/Sancta's character tropes. The problem is that right now I am stuck in the mindset of the skills as written, s when I think shoulder to cry on I think Empathy, and when I think likable I think Rapport.

Yeah, I know what you're saying. Games burrow into your brain like that. The only cure is to play a lot of different games.

Anyway, here's one take. Not sure if it's a good one, it's just a quick sketch.

(click to show/hide)
Title: Re: Messing With The Skill List
Post by: Lamech on October 05, 2012, 03:46:55 AM

I'm actually okay with Athletics's power level. I just think there should be (more) other ways to acquire physical defences.
Stunts (or powers) work. You could transplant it directly to any other skill. (I believe theirs an example in OW, that does that for lore.) You could also do more flavor appropriate ones, like:
Suppressing Fire (Guns): As long as you have a gun and can fire with it, you can make it difficult for people to attack you. This allows you to replace defense in physical conflicts. Particularly suicidal people may simply ignore your suppressing fire; you gain a free attack against them, against which they automatically have a defense of mediocre.
Banter (Rapport): By making inane commentary, jokes, witty barbs, or other comments, you can set attackers off balance using rapport for defense in physical conflicts. Only works if attackers can hear and understand you.
Title: Re: Messing With The Skill List
Post by: Sanctaphrax on October 05, 2012, 10:38:50 PM
Yes, I know.

But "take Athletics or copy Athletics with stunts" is too narrow a choice for my taste. Especially when one stunt won't (or shouldn't) be enough to acquire full Athletics defence.

Does anyone have anything to say about the social skill revision I proposed?
Title: Re: Messing With The Skill List
Post by: Tedronai on October 05, 2012, 11:35:33 PM
Does anyone have anything to say about the social skill revision I proposed?

So far as the details presented go, I like it.
Obviously, there would be more detail involved in an actual implementation, which I might have more to say about, for, or against, but as it stands, I approve in concept.
Title: Re: Messing With The Skill List
Post by: admiralducksauce on October 06, 2012, 01:53:54 AM
I like it too. I'm not sure I like it unreservedly, but I like how it presents more of a stylistic choice to social-fu while still having separate trappings. I heart "Coercion" as a skill name, it's just so much broader yet equally as flavorful as "Intimidate".
Title: Re: Messing With The Skill List
Post by: crusher_bob on October 07, 2012, 08:35:15 AM
How's this look:

Combat skills get changed as follows:
Ranged Combat
The skill of attacking anything not in the same zone as you, with whatever tools come to hand (natural ranged weapons, thrown weapons, firearms, etc).  Also, defending against any attacks that come from a different zone.  You can use this skill to attack or defend against a target in the same zone at (range combat -2).

Close Combat
The skill of attacking anything in the same zone as you, with whatever methods come to hand (fists, swords, claws, firearms, etc).  Also used to defend against attacks that come from the same zone.  You can use this skill to defend against an attack from a different zone at (close combat -2).

The defensive trapping of athletics stays.

So a combat character would have endurance (for stress), and awareness (for initiative), and then take at most two of the other skills (ranged combat, close combat, athletics) or just one of the attack skills and a defensive stunt that removed the -2 penalty.

------------------

Social skills then get changed to:
Presence
Still provides stress.  Also is the skill used to 'justify' starting social combat.  For example, you are at the bottom of a pit, and want to intimidate your captors, that's not really possible.  But if you can make a high DC presence stunt, you can do it anyway.
Basically used to get people who wouldn't want to otherwise listen to you to do so.

Persuasion
The 'friendly' social combat skill.  Can defend against coercion at -2

Coercion
The 'unfriendly' social combat skill. Can defend against Persuasion at -2.

Reserve (may need a better name)
This would be the general social defense skill.  Also gets the 'oppose empathy' parts of deceit.

If planning to make 'social' combat 'mental', could use discipline here instead.

Empathy
Social initiative and perception.
Title: Re: Messing With The Skill List
Post by: Sanctaphrax on October 09, 2012, 03:47:09 AM
@Tedronai and admiralducksauce: Alright, I'll try writing a revised skill list. We'll see how it looks.

@crusher_bob: I dunno. Reserve really feels like Discipline, and I'm not sure I like the -2 mechanic. I prefer skills to apply at their value, you know? Also if a spear is long enough to stab from a zone away I still want to use Close Combat. Plus friendly/unfriendly feels like a bit of a weak distinction.

But I have to admit, your changes are simple and would work.
Title: Re: Messing With The Skill List
Post by: crusher_bob on October 09, 2012, 04:39:51 AM
I picked the 'odd' split of ranged and close combat to encourage more attention to movement and range.  The guys with ranged combat want to be one zone away, while the guys with close combat want to be in the same zone. The problem with the regular rules I've seen is that most people don't care a lot about moving because it generally doesn't matter much.

I also am not sure about the (skill -2) thing, but did it that way because I wanted a character with a limited skill selection to not have gaping holes in their capabilities.  Of course, -2 is still not a great compromise.

What I mostly wanted to avoid is characters having large holes in their abilities because they couldn't squeeze in one more skill.  So I tried out the idea that one skill would give you 'some' of the utility of other skills.  The idea should be that taking the other skill to get the 'full' utility of those trappings should still be attractive but you get at least some of the coverage from a related skill.

Also chose the skill breakdown so social characters and combat characters would have require the same number of skill to do either thing.


I picked the 'friendly' and 'unfriendly' distinction because 'ranged combat' and 'close' combat' are both 'good' at resolving combat situations.  So wanted the mirror social skills to be equally useful in most social situations.
Title: Re: Messing With The Skill List
Post by: crusher_bob on October 09, 2012, 08:31:53 AM
Further comments:

Can see plenty of situations where 'friendly' and 'unfriendly' forms of social interaction are both ideal.

Something like:
"The hostile gang of lycanthropes approaches you..."
vs
"The state governor is throwing a posh reception, and many of the people you want to talk to will be there..."

The additional trapping of presence would be there to let you use the different skills in inappropriate situations and in other situations, get people to engage socially with you at all.

example of this stunt at work is Frodo's "I will take the ring to Mordor" from the LotR film and the 'to the pain' stunt from Princess Bride.
Title: Re: Messing With The Skill List
Post by: Sanctaphrax on October 09, 2012, 01:31:03 PM
My experience is that movement matters quite a lot...maybe because of the type of fight I favour as a GM.

My worry about friendly and unfriendly is that they're not that different. No point having multiple skills if the only difference between them is narration.
Title: Re: Messing With The Skill List
Post by: Ophidimancer on October 09, 2012, 05:07:34 PM
Hay Sancta, have you seen the FATE module for Exalted that's been floating around.  I think maybe it was the WW forumite Mouse that made it?  It has a pretty simplified list of skills, based on Exalted.  They also use Mental conflict as trying to change someone's mind and Social conflict being about changing someone's reputation.

As far as I can tell, these are the list of Skills used in Mental or Social combat:  Empathy, Integrity*, Presence, Contacting, Bureaucracy+, Resources+, Socialize*.

*Determines Stress track.
+Kinda edge cases, could be taken off the list.

Now that I look at it more closely, I can't actually find a mental attack trapping in there.  Huh, well it's interesting to see someone else's thought process anyway.  There seems to be complete overlap between Mental and Social skills.
Title: Re: Messing With The Skill List
Post by: Sanctaphrax on October 09, 2012, 08:27:33 PM
I've been meaning to read FATExalted for ages...maybe now I'll actually do it.
Title: Re: Messing With The Skill List
Post by: ways and means on October 09, 2012, 09:02:41 PM
Hay Sancta, have you seen the FATE module for Exalted that's been floating around.  I think maybe it was the WW forumite Mouse that made it?  It has a pretty simplified list of skills, based on Exalted.  They also use Mental conflict as trying to change someone's mind and Social conflict being about changing someone's reputation.

As far as I can tell, these are the list of Skills used in Mental or Social combat:  Empathy, Integrity*, Presence, Contacting, Bureaucracy+, Resources+, Socialize*.

*Determines Stress track.
+Kinda edge cases, could be taken off the list.

Now that I look at it more closely, I can't actually find a mental attack trapping in there.  Huh, well it's interesting to see someone else's thought process anyway.  There seems to be complete overlap between Mental and Social skills.


I don't suppose you could PM me a link please I am interested in the Exalted Hack as well.
Title: Re: Messing With The Skill List
Post by: Sanctaphrax on October 09, 2012, 09:06:44 PM
Yo. (https://docs.google.com/file/d/0B7h8E9b1CsHgZGU1NGNiZmMtNGIzNy00ZTliLWI0YjQtOWIzMjU2NDg0YWJj/edit?hl=es)
Title: Re: Messing With The Skill List
Post by: ways and means on October 09, 2012, 09:26:55 PM
Yo. (https://docs.google.com/file/d/0B7h8E9b1CsHgZGU1NGNiZmMtNGIzNy00ZTliLWI0YjQtOWIzMjU2NDg0YWJj/edit?hl=es)

Danka