Showing posts with label nig. Show all posts
Showing posts with label nig. Show all posts

Friday, January 14, 2011

General Skills

One of the more intriguing parts of the Rules Cyclopedia, to me anyway, is the Other Character Abilities chapter.  To get this out of the way: Weapon Mastery sucks.  Hell, if I had remembered to add it to my house rules my current Nightwick Campaign would use the LotFP small/medium/large weapon system.

However, I really like the idea of General Skills.  A few players in my old group often complained about the lack of character customization in OSD&D (I mainly ran S&W at the time but they also played LL).  I think General Skills add a modicum of that without the cumbersome nature of 3.x's skill system.  It would help to differentiate say a Northern born barbarian from a knight without the need for separate classes.

It also provides a method of healing that doesn't require someone in the party to be a Cleric.  Now, I like Clerics and would never remove them from the Nightwick Campaign as they fit so well in that context.  However, the idea of a Cleric as a designated healing class bothers the shit out of me.  The healing skill is a nice way to mitigate some of that, but it's limited healing potential still keeps the spotlight on the Cleric.

I would introduce them to my game, but I'm not sure if I want to muddy the LotFP Common Tasks system I already use.  How does one add an Ability roll based stealth skill to a game where any character has a 1 in 6 chance to sneak?  I'm not sure yet.

I will say that I'm very tempted to adapt them into the Underworld setting.  Since I'm thinking of using the S&W White Box as the rules for that setting, I don't have a dedicated way to handle opening doors, climbing, sneaking, and a myriad of other tasks.  Also, since I don't have to accommodate Thief characters, introducing General Skills is that much easier.