Difference between revisions of "Xia: Skill Tests"

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(When NOT To Use a Skill Test)
(When NOT To Use a Skill Test)
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* ''If a Conflict System could be used instead...'' Then do so! Conflicts are the meat and drink of the Xia game system!
 
* ''If a Conflict System could be used instead...'' Then do so! Conflicts are the meat and drink of the Xia game system!
* ''If a random outcome could lead to a less fun or less interesting story.'' Why would you want to make the game less fun or interesting? Decide on an outcome and move on.
+
* ''If a random outcome could lead to a less fun or less interesting story.'' Why would you want to make the game less fun or interesting? Decide on an outcome and move on. For example, if the Xia need to pick a lock to move further on, and there's no option for them other than to get through this door, then just let them pick the lock already!
 
* ''If the Xia has very little chance of failing at such a task.'' Just assume they succeed!
 
* ''If the Xia has very little chance of failing at such a task.'' Just assume they succeed!
 
* ''If the Xia has very little chance of succceeding at such a task.'' Just assume they fail!
 
* ''If the Xia has very little chance of succceeding at such a task.'' Just assume they fail!

Revision as of 02:20, 30 January 2009

Xia: Main Page -> Xia: Additional Game Systems -> Xia: Skill Tests

This page includes a new optional game system for GMs and players who are interested in introducing skill tests into their game.

Introduction: Using Skill Tests

When To Use a Skill Test

You may want to consider using skill tests when:

  • During a Conflict, a character's skill at a non-opposed task could affect the conflict's outcome, and where the random chance of success or failure will add to the scene's drama and fun. Examples: Shepherding a panicking crowd out of the room to stop them getting hurt in the battle; Breaking down a wall to escape poison gas fumes; Translating a demon-banishing spell from an obscure ancient dialect into something you can use;
  • Outside of a Conflict, when a character's skill ar a non-opposed task will affect a conflict to come, and where the random chance of success or failure will add to the scene's drama or fun. Examples: Running cross city to reach the gate before the barbarian invaders smash it down; Improving the morale of your troops before you take them into the field of war; Predicting the weather, so you can use that knowledge in the sea-battle to come;
  • Outside of a Conflict, when a character's skill ar a non-opposed task will affect the path of the story, and where the random chance of success or failure will add to the story's drama or fun. Examples: Fighting fire to stop the city's library burning down; Giving a speech to a crowd to convince them to rebel; Writing beautiful calligraphy, to present as a gift to the Emperor;


When NOT To Use a Skill Test

  • If a Conflict System could be used instead... Then do so! Conflicts are the meat and drink of the Xia game system!
  • If a random outcome could lead to a less fun or less interesting story. Why would you want to make the game less fun or interesting? Decide on an outcome and move on. For example, if the Xia need to pick a lock to move further on, and there's no option for them other than to get through this door, then just let them pick the lock already!
  • If the Xia has very little chance of failing at such a task. Just assume they succeed!
  • If the Xia has very little chance of succceeding at such a task. Just assume they fail!


The Skill Test System

Complications

Specialised Skills

Other Kung Fu Secrets

Credits


This page created by Asklepios.