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===Skill systems=== Depending on the level of complexity you want for your games, the skill system will be different. We will start with the most general and simpler skill system and will add more complex, but specific element. The first level of complexity is using aptitudes only ====Aptitude only system==== Aptitudes describe a broad range of general capabilities of your character that cover many possible actions. When using an aptitude, the ability modifier that you use is different depending on the action you are doing. Choose the ability that best match the action you are doing. While you do not use skills, they can be used as a guideline for choosing the appropriate ability modifier. They can also be used to know what are the possible actions made with a particular aptitude. For example, in a fight, you are using your Combat aptitude to attack an enemy. You have 3 ranks in your Combat aptitude, a +2 Strength modifier and a +1 Dexterity modifier. If you are striking with a melee weapon, you add your Strength modifier to your aptitude. You have a +5 bonus to your roll (3 Combat + 2 Strength). But if you are firing an arrow, you use your Dexterity modifier. You have a +4 bonus to your roll (3 Combat + 1 Dexterity). ====Aptitudes and Skills==== With this system, aptitudes still represent your general capabilities in a domain, but you never check for aptitudes. Instead, each aptitude is separated in different skills that represent specific action your character can do. When resolving an action, you use your skills to make the checks. Your skill check is done as usual, but you add the related aptitude value to your skill. For example, you have 3 ranks in your Combat aptitude. You also have 3 ranks in your Melee skill and 2 ranks in your Range skill. When fighting with a melee weapon, you have a +6 bonus to your roll (3 Combat + 3 Melee) and while fighting with range weapon, you have a +5 bonus to your roll (3 Combat + 2 Range). ====Feats system==== Even if two people are as skilled in an activity, they may have learned different things or different ways to do the same thing. A feat describes a particular technique you have developed through a skill. Feats can be developed and become better with time. Feats are gain when you have a certain number of base ranks in a skill. Aptitude ranks never allow you to access a feat, only skill ranks. ====Proficiency system==== Proficiencies are specialization in a very specific domain of a skill. You do not make proficiency check, they only serve as a bonus for your skills when your proficiency is used. Each skill has a list of proficiency that you must learn to be able to use efficiently your skill under certain condition. You receive a number of Proficiency Points (PP) equal to your skill base ranks. You have a modifier to your check depending of your degree of proficiency you have. {| border="1" cellpadding="5" cellspacing="0" style="text-align: left" |- ! Proficiency Level ! Modifier ! PP Cost ! PP Total Cost |- | Not proficient | -4 | 0 | 0 |- | Proficient | 0 | 1 | 1 |- | Specialist | +1 | 2 | 3 |- | Expert | +2 | 3 | 6 |- | Master | +4 | 4 | 10 |} ====Which system to choose==== The system you want to use depends of many factors and personal preferences. Using aptitudes only make it for generally fast pace action resolution and allow more time to role-play your character. If you use the full system, this make a game flow a lot slower, but allows more strategy when resolving action, particularly combat. Choose the system that most players and the Gamemaster will feel comfortable with.
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