Topic: Skills?
Probably I've played a little too much Fallout 3 lately, but it got me thinking about the SMACK system again. ![]()
Now, I'm not planning anything specific at the moment, but I started pondering the merits of skills as opposed to just stats. Technically, it wouldn't be all that hard to implement, but might add a lot of flavor. I'm thinking each skill would "belong" to a SMACK statistic. The governing statistic would control the effectiveness of that skill. SMACK would be based on a 1-10 scale. Skills would be on a 1-100 scale. Both could be pushed past those maximums, but it would be more expensive.
For an example, let's say you have an "Energy Weapons" skill of 50, which is governed by your Mind statistic (of 7). Your total talent would be determined as:
Talent = (Mind * 10%) * Skillor in this example:
Talent = 70% * 50 = 35A "normal" skill roll would be this calculated number, plus a 1-100, versus 100. Circumstances, perks, items, etc. could all modify this in several ways. You might have attached a scope to your laser rifle (for +10 to your roll), and the rifle itself might be well-calibrated (+5). The target might be very close, lowering the target number to 75 instead of 100. Or maybe you selected a perk that lets you specialize in laser rifles (+20 Energy Weapons with laser rifles), and so on. Tasks would have a difficulty, which would determine the target roll:
Cakewalk (50): Shooting a target standing motionless in front of you with your shotgun, creating a sharpened spear from a wooden pole, fleeing from a carnivorous plant that's still 20 meters away.
Easy (75): Shooting a 5 meter distant target with your pistol, haggling with a merchant that likes you, picking an old lock.
Normal (100): Shooting a 30 meter distant target with your rifle, haggling with a merchant that is neutral toward you, making gold contacts.
Challenging (125): Shooting a 50 meter distant target with your rifle, picking a deadbolt lock, disarming a crude explosive trap.
Difficult (150): Shooting a 100 meter distant target with your rifle, haggling with a merchant that detests you, tricking a thief into telling you where he hid the loot.
Impossible (200): Shooting a 100 meter distant target with a zip-gun, haggling with a bounty hunter that is looking to collect on your head, fleeing from a swarm of 20 giant ants, dodging a shotgun blast at point-blank range.
So it would come down to a combination of skill and stat against difficulty. Stats would affect each skill under them. At each level you'd get skill points to spend, instead of getting stat increases (you could still increase stats with perks and special items or events). Stats would start at 5 points each, and you'd start with 5 more points to add in as you saw fit. Karma would probably not have any specific skills under it, but would impact everything else (like giving you a Karma% chance that any given skill would be doubled for that check).
Sometimes skills would be opposed...your Small Arms skill might be opposed by your opponent's Concealment skill, or Hand-to-Hand Combat by Dodge. Some example skills:
Strength
Hand-to-Hand Combat
Intimidate
Throw
Primitive Weapons
Stamina
Mind
Energy Weapons
Electronics
Goldsmithing
Concealment
First Aid
Willpower
Agility
Small Arms
Dodge
Pick Lock
Flee
Explosives
Charisma
Haggle
Persuade
Entertain
Anyway, nothing's decided, but feel free to discuss. ![]()