ITT: skill systems that you would like to see implemented to tabletop rpg

ITT: skill systems that you would like to see implemented to tabletop rpg.

Did you mean magic system? Cause that's not skill system.

I would love too run a Naruto campaign just to force all my players to do the handsigns.

Naruto, just to force all my players to do the handsigns at the table.

Whoops, my browser fucked up.

Image not related, right?
Because the Nen system is to vague to be used outside of anything but a story.
Chiefly evidenced by O MY RUBBER NEN.

You mean the established shit where nen curses get stronger when the user dies and nen can puppet the body even after the user is dead?

>muh mystic orental letters :B

Power of Friendship. A skill that works based on other members of the party.

bump

It's not that o my rubber nen would be ridiculous or an asspull, but that nen in general is just an awkward fit for a functioning game system.

Nen would just require a massive set of power creation tables with geas elements and the ability to create powers on the go.

I'm working on an anime rpg. Imho the fault of many anime ttrpgs is that they try to let characters have the abilities but don't convey the feel. In the system I am working on you are checking boxes for the current threat level and in important situations are allowed a roll to unlock a new ability or form, modified by the boxes checked, which include:
- check once each defeated party member
- at least five people are cheering you on with all their heart
- low health
- party defeat has permanent consequences
- enemy is mocking you

There will be a bit more 'power of friendship'-ish stuff in the mechanics, too.

I played around with a level of friendship mercanic that I never got to run. At the end of the session. People would vote on.
Who helped them the most
Who they got closer to
And what other two people got closer.

If people picked the same, bounes friend xp. It would give better healing from that person. An extra d4 to hit when standing next to them. Aoe attacks only did half damage before the save if they get caught in it. Ect.

Nen for the most part is ok unless you notice how fucking stupid Conjurer is. It seem to be place there because the guy ran out of ideas. Only Nen users can see nen with conjurer items being the exception because why the fuck not? Ok fine, then you can create an item and be extremely far away from it (and not even be aware that it still exist though you could dismiss it anytime) which sound like Emitter main fucking point of existing and is the polar opposite implying if you are a conjurer then the shit that does literally the same thing is your weakest category beside specialist. It just seem like it wasn't made with the system in mind at all. I feel the guy originally have only five categories but for whatever reason felt summoning items were so cool that they deserve their own spot even though within the series a guy say you basically be better off just buying a sword than to summon one yourself. If nothing else where Emitter sits in comparison to Conjurer is way fucking off.

I most likely just put way too much thought into an anime magic system but you would have to be blind to think it is a good system with how stupid Conjurer's items are when Emitters are their own thing.

I like the idea of Cortex Plus's use of dice in the form of powers and aspects. So I think a Relationships idea could be useful.
>d4 relationships are almost if not more of a liability than an asset. You have a strained relationship, a token connection, or some sort of addiction or uneasy-to-break responsibility. A rivalry or hatred can also go here under certain circumstances. Heroic characters that like to save everyone may have a d4 relationship with civilians because the obligation to protect them can compromise their actions.
>d6 relationships are those between friends, good acquaintances or benefactors. A coworker who's willing to do a reasonable favor or someone you can acquire resources from at a reasonable price. This is the sort of relationship you have with the owner of a bar you're a regular at. In a pinch, you can use this relationship to grant you a d4 resource die, because the person is willing to help you but may not help you in the way that you want or expects excellent pay for their work.
>d8 relationships are those between closer friends, some siblings, or those dating steadily. They will often believe you even if you are suspect, and will help you even if it is inconvenient (to a certain upper limit). This sort of relationship can grant a d6 resource die representing their contribution to your efforts.
>d10 relationships are those between very close friends or long-term romantic partners. They take you at your word except in the face of overwhelming evidence and usually think the best of you. The resource dice that can be granted by this relationship is a d8, and can represent a desire to protect a beloved or their major contribution to your task.
>d12 relationships are as close as close can be. If all involved have a d12 relationship with one another, they trust each other absolutely and will die for one another if need be. This sort of bond creates a fanatic-level devotion or perfect affection, and can grant a d10 resource die.

Nen is basically the Manga relative to oMage and it's magic spheres. It can work without needing hundreds of pages of text.

One of the perks of conjuration is the sheer number of traits that can be imparted to your object. Also conjurers are the only type that allows the creation of pocket dimensions. The whole emitter vs conjurer argument doesn't really make sense to me. Emitters have stands and direct teleportation. Conjures get magical items and minor reality warping. Conjures also get the highest chance with being specialist. Works out just fine to me.

Some user posted this awhile back, but a magic system where runes are slapped together to form a spell.

There was a kickstarter RPG called SPELL that used a system like that, except it used scrabble tiles.

I just now noticed that it's a goddamn smiley face.
God fucking dammit how the hell have I never noticed that?
You might look to Jojo's Bizarre Adventure (assuming you haven't seen it but I'm sure you have) from like season 3 onwards for more inspiration. IMHO it does power levels right.

>stands
>power levels done right

I think because stands don't have a linear track of comparison like DBZ is a credit to the series honestly. Fights are more creative overall because you can have a situation where a guy whose ability is an ethereal fishing rod can terrorize the main group

I've been brainstorming an RPG and I've decided that I want to make magic more in depth than just acquiring the spell and using it.

Magic system 1/? - Elementalist

>Elementalists have a Mana bar, a maximum vocabulary(how many words can be used in a single spell up to 7), and a maximum spell potential(how powerful a spell can be before it has a risk of backfiring)
>Elementalists learn different words and string them together in a pseudo-sentence to make their effects.

There are multiple classes of words, each with their own mana cost and potential-value , and each class can only be used once in a spell
>range(1 space, 2spaces, etc.)
>form(arrow, beam, blast, wall, etc.)
>Element(fire, earth, water, air, lightning)
>Power modifier - increases the damage of the spell(lesser, greater, supreme)
>Control - increases spell limit
>Bonus - unique words that have their own rules(i.e a healing spells can only be modified with element and power)

So for example, let's say a guy tries to use...

>τρία, μεγαλύτερη, Φωτιά, έkρηξη (3 greater fire blast)

>3 spaces requires 3 control
>greater might require 10 control and some-odd mana
>fire requires 1 control and some mana
>blast requires 6 control and some mana

Which means the spell-caster would have a vocabulary of at least 4, and a control of at least 20. Or if his control was 18 there'd be a 20% chance that it would fail.