Editing Samsara:Abilities

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
 
=ABILITIES=
 
=ABILITIES=
Abilities include skills, special powers, social influences, patrons, and whatever else might be a modifier to contest but isn’t a personal attribute or motive.  A relevant ability will be added to the base modifier.  And yes, you could have negative abilities (Prof. Schnitzel has INT +4, but also Practical Knowledge -5.  If called upon to actually do anything with his knowledge, he has a penalty).
+
Abilities include skills, special powers, social influences, patrons, and whatever else might be a modifier to contest but isn’t a personal attribute or motive.  A relevant ability will be added to the base modifier.  And yes, you could have negative abilities (Prof. Schnitzel has INT 4, but also Practical Knowledge -5.  If called upon to actually do anything with his knowledge, he has a penalty).
  
In a sense, abilities are modifiers on top of modifiers (attributes).  Alternately, one could consider them specializations of attributes.  Either way, they add or subtract more from the Contest roll. If one of the characters had Pugilism +2, then he would add that to his basic modifier in a fist-fight.  Motives do much the same as abilities, but are a bit more complex so let’s leave them until later.  But they can also add modifiers in relevant situations, so that if one of these chaps was fighting someone for which he had a passionate hatred, that would also add to his roll, while if he was boxing someone he loved, that would subtract from his roll.
+
In a sense, abilities are modifiers on top of modifiers (attributes).  Alternately, one could consider them specializations of attributes.  Either way, they add or subtract more from the Contest roll. If one of the characters had Pugilism 2, then he would add that to his basic modifier in a fist-fight.  Motives do much the same as abilities, but are a bit more complex so let’s leave them until later.  But they can also add modifiers in relevant situations, so that if one of these chaps was fighting someone for which he had a passionate hatred, that would also add to his roll, while if he was boxing someone he loved, that would subtract from his roll.
  
If playing in the Classical mode, there will be a pre-set correspondence between attributes and abilities.  “Lock-picking” will always be used to modify the INT + PER roll required to get through the door.  “Drive truck” will always modify the DEX + ACU roll needed to drive.   
+
If playing in the Classical mode, there will be a pre-set correspondence between attributes and abilities.  “Lock-picking” will always be used to modify the INT   PER roll required to get through the door.  “Drive truck” will always modify the DEX   ACU roll needed to drive.   
  
 
If playing in the Romantic mode, there will be a lot more variation.  One might try to use his “Drive truck” to identify a certain make and model, based on the idea that this ability means the characters is familiar with all trucks.  One might try to use the same ability to help bluff a guy into thinking that you work at the auto shop.  One might use the ability to help ingratiate himself with someone who likes trucks.  You get the picture.
 
If playing in the Romantic mode, there will be a lot more variation.  One might try to use his “Drive truck” to identify a certain make and model, based on the idea that this ability means the characters is familiar with all trucks.  One might try to use the same ability to help bluff a guy into thinking that you work at the auto shop.  One might use the ability to help ingratiate himself with someone who likes trucks.  You get the picture.
Line 14: Line 14:
  
 
===Variation: Specialized Actions===
 
===Variation: Specialized Actions===
The style of play will determine if characters can perform actions for which they have no relevant ability.  This is another fine line.  Most folks will allow someone to throw a punch whether he has martial arts training or not.  But can a character try and create a nuclear reactor using just INT + PER without any ability in nuclear engineering?  It depends on how much realism you want, which is to say how much you want to complicate things.
+
The style of play will determine if characters can perform actions for which they have no relevant ability.  This is another fine line.  Most folks will allow someone to throw a punch whether he has martial arts training or not.  But can a character try and create a nuclear reactor using just INT   PER without any ability in nuclear engineering?  It depends on how much realism you want, which is to say how much you want to complicate things.
  
 
You might make a distinction between common actions and specialized actions and allow anyone to try the first, but only those with relevant abilities to try the second.  Alternately, let those without the specialized skill try, but give them a penalty to their roll.  This distinction must be tailored to the game setting: literacy might be considered a specialized action in certain settings and common in others.
 
You might make a distinction between common actions and specialized actions and allow anyone to try the first, but only those with relevant abilities to try the second.  Alternately, let those without the specialized skill try, but give them a penalty to their roll.  This distinction must be tailored to the game setting: literacy might be considered a specialized action in certain settings and common in others.

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)