Skills based RPG

My friends and I are writing up a rpg most likely going to be used online play. We are using SOA and EVE as the basis where rather than classes we will have skill slots open. (most likely 4 to start with maybe 10 or 12 maximum) Skills will be picked up through actions conducted through play (either repeated or epic) or if the players wish they can seek out essentially quest lines that reward with skills.

Skills will level up independently again through use, what we need help with, is a list of possible skills and possibly even branches for those skills.

Like SOA if a skill slot is replaced with another skill, all ranks in that skill will be lost.

We are also discussing what kind of stat & dice system we will use. So far the options are d100, d20 and the roll & keep system from 7th sea.


So Veeky Forums what skills would you suggest to add (both fantasy and sci-fi) and what stats and dice would you prefer, what are the pros and cons with each?

What are SOA and EVE?

All of your dice system ideas are shit.

Your idea of writing your own RPG is shit. There are plenty of RPGs already out there. Use one of those. You are bad at roleplaying game design and it will take you years to have even one idea that will be worth turning into an actual game, and even that will require 2 to 3 more years of wrangling, all for you to make some piece of shit that will sit on DriveThruRPG and be downloaded once or twice by nu male hipsters on Reddit, who will read through it, see that it is shit they don't want to play, "upvote" your thread and leave a nice comment, then put the PDF in their recycle bin post-haste.


EVE is an autistic online roleplaying game played exclusively by fat 30-something neckbeard virgins with way too much time to waste. If you play EVE you are invariably a fucking loser.

Ultima Online and star wars galaxies are skill based MMOs you could check.

Regarding RPG systems, GURPS is probably your best bet.

Sword art online, an anime about a mmorpg.
EVE is a real mmorpg.

Good constructive input.

Thanks will do.

>Good constructive input.

Please explain how anything I said was incorrect.

>All of your dice system ideas are shit.

everything is bad waaaaaaa.

You sound like a whingy bitch.

Thinking that constructive criticism and criticism is the same thing.

You'll go far.

The OP clearly asked:

>dice would you prefer, what are the pros and cons with each?

You responded with:

>All of your dice system ideas are shit.

How about possibly offer an alternative? or explain why you think they are shit?

>How about possibly offer an alternative? or explain why you think they are shit?

Because d100 roll under is boring as fuck, swingy as hell, and is just d20 with a shitton of numbers to it.

d20 is fucking shit for the same reason. d20 is also red flag for shitty homebrew. OP probably does not even understand the differences between d100, 1d20, 2d6, 3d6, and so on.

Roll and keep... like I want to do all this fucking work just to roll goddamn dice?

OP use 2d6 or 3d6. You'll still fuck it up but at least people won't have to buy new dice to play your shitty game. Also 2d6 and 3d6 are excellent when implemented well, but you'll probably just rip off D&D bonuses or better yet try to port EVE directly into your fucking system, so it'll turn to shit pretty fast.

>Thinking that constructive criticism and criticism is the same thing.

Pretty sure you meant to have a meme arrow there, but whatever.

Listen up, faggot: I am not obligated to give you "constructive criticism". That implies that I think your idea has value. It does not. No one wants to play this game, except for you and your friends. Thus you and your friends will be the only ones playing it and you will not have outside input and thus your game is going to suck. The RPG market is already oversaturated with every hipster nu male thinking he has something worth writing about. I have personally published an RPG that sold nearly 1000 copies and is still mentioned on this board from time to time, and I can tell just by looking at this idea that it is not worth pursuing.

> everything is bad waaaaaaa.

Not what I said. I only said that your idea is bad.

> You sound like a whingy bitch.

What is "whingy"?

>will not have outside input
a comment on a thread where the OP is asking for outside input.

>I have personally published an RPG that sold nearly 1000 copies and is still mentioned on this board from time to time
Tell us more

>a comment on a thread where the OP is asking for outside input.

Yeah until the thread 404s because no one gives a shit. There are 4 posters, one is me, one is OP. No one really cares about OPs game that much, which is just an idea in his head that will pobably turn into that shitty homebrew that every group has and is usually complete cancer.

> Tell us more

Perhaps I should not have brought it up. But obviously I am not going to mention it as it might affect my own reputation. Needless to say though, OP's idea is very poor and I would bet a good 20 bucks that it will never seen fruition.

To add on to Sao (assuming OP got the acronym wrong) is an anime about a VR rpg in which on day one players are trapped inside and if you die in the game you die in real life. It tooh that interesting idea and proceeded to turn it into haremshit where every character is there only to suck the edgy main characters Mary sue cock. It's a self insert with a large autistic following.

You do know the more you don't tell us what you made the more you sound like the Navy Seals copypaste.

I've already assumed he is some sort of D&D version of the seals copypaste. I saved it to use later.

You've referenced some stuff you like OP but I don't have any idea what you're trying to do or what's your overall goal is.

What particularly effect are you trying to achieve with a 'slot' system? That might be popular MMO Moes but they're totally different style of play.

The idea is that players can choose skills character generation. Say "Longsword" "Diplomacy" "toughness".

The characters themselves would have stats that level up through exp, but the skills would level up with use.

player A: attempts to resolve all issues with diplomacy, so everytime he attempts to diplomacy moves up [1/100] -> [2/100] with success being +2 rather than +1.

Likewise, player 2 fashions himself a tank so he takes the toughness skill. Every time he gets below 30% HP it gains +1, and when he lowers to 15% he gains an additional +1.

Skills like diplomacy and toughness add bonuses or abilities. Toughness at a certain rank makes you immune to 1-hit KOs. or allows for re-roll against toxins.

Diplomacy at certain ranks increases the amount of people you can influence and/or how convincing you are.

What we are aiming at is a large number of skills, but players can only choose a few of them. They can change at almost any time, but removing a "locked in" skill removes all progress along its line, and removes any abilities it granted.

>player A
>player 2

yep, im good.

So skills could be like:

Acrobatics
Sailing
Intimidation
Gunslinger
Tracking

Pretty much anything?

Yes exactly.

The idea is to lean away from optimization but simultaneously provide benefits to roleplaying. For example:

Someone whowants to play a knight light choose.
> heavy armour
> longsword
> riding

And either the rules or the GM might set a goal of say 25 in each skill. If the player reaches 25 in all 3 he is provided the opportunity to take 10 free levels of the knight skill. Which will remove the other 3. This allows him A: to reduce the amount of full skill slots. B: achieve unique abilities only a knight could take but costs him. In that he wont be able to achieve the milestone abilities of each skill. (Unless they took them again)

These "unique" skills criteria would be a GM only information. And serve as in game rewards for thematic play.

Okay will that's a fairly detailed explanation, what sort of play style you hope to foster with this approach?

By the way when you say skill base do you mean an actual skill base systerm where at your ranks at a skill is only really what matters for the character or do you plan to use a list base attributes (strength,constitution ect) with the skills just simply giving various bonuses and penalties modifies?

Playstyle should be pretty fast and loose. The players would only have to track half a dozen skills each with maybe a handful of abilities (at maximum level).

Player attributes would mostly be Hp Mp spc atk. Atk. Spc def. Def. Resistance, agility and would contribute flat bonuses

>doesn't know what whingy is
wow, what a fag.

Ill have you know he published his own rpg with almost 1000 copies sold and it still occassionally is discussed on this very board. Show some respect.

Have you considered just stealing skills from things like pathfinder. 3e. Morrowind? Etc.

So... Agility is your only basic 'do a thing' attribute... at all?

Doing things is mostly based off skills at this point otherwise yes.

The idea being that things like dodging, evasion, piloting, climbing or what have you would all be skills.

Agility in this sense is more of a general nimbleness, dexterity, and coordination.

The hit probability is based in the skill and the damage is based at this point on the ability unlocked by those skills.

ie: "Longsword [40/100]
In terms of players whilst this is less than half, compared to NPCs this is quite high, with 100 being King Bradley level, and 10 being "normal".

So chance of hitting would be good most the time, but at 40, he would probably have only unlocked a few abilities (4-5). Abilities might be something like
> Cleave (minor aoe)
> Cutting Edge (passive dmg buff)
> Severing Blade (high damage)

etc. etc.

act
draw
orate
paint
play an instrument
sculpt
sing
balance
befriend
break
build
charm
climb
conceal
conclude
craft
crawl
deceive
dive
drag
drive
ensnare
escape
fix
flip
grow
hack
investigate
jump
know
lasso
lie
lift
perform
pull
push
read
repel (down a rope)
restrain
ride
run
search
sing
slide
sneak
steal
swim
swing
tame
track
tumble
unlock
wall run
write

So it affects your character creation options but not actually an 'active' modifier in the game then?

So agility is pretty much evasion, and coordination.

In easily related terms it would be the chance of a character to avoid harm, or conduct acrobatic feats without specialist training.

So whilst you might not have "dodge" as a skill, you can still attempt to dodge attacks, you are just going to be worse at it (unless highly naturally agile).

Likewise, characters can use weapons they don't have skills in (such as a shield or sword) but you wont be as good as someone who has skill in it, and wont be able to access the abilities they could (such as cleave)

>I'm not smart and so or particularly skilled with design so nobody else is either
>eve contains only bad game design principles

Check out Cypher System: D20, Dificulty expressed from 0 (don't need to roll) to 10 (Impossible). Need to roll difficulty x 3 to succeed. Skills lower difficulty. Special abilities spend points out of pools.
Pros: Super easy to run.
Cons: Armor mechanic can be wonky

World System: Literally everything you do is moves.
Pro: Easy to mod
Cons: Plays differently than many RPGs, and some people just don't understand.

ONE
THOUSAND
CUSTOMERS

STILL TALKED ABOUT...

SOMETIMES

I looked up traveller and its 2d6 system fits really well.

With the base attributes adding a small flat bonus, and skills adding a larger one when applicable.

>ONE THOUSAND CUSTOMERS

That's probably lower than what FATAL sold.