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A Leveling System (Customization via Selected Skills)


Look, another proposed Skill System!  

25 members have voted

  1. 1. Look, another proposed Skill System!

    • Meh, it doesn't suck I guess.
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    • OMG, it's horrible, kill it with fire!
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Since skills are being discussed at the moment, I thought I would throw in my attempt at a functioning skill system. My goal is to create a simple system that allows for customization options for each player/character on SAO-Rpg. So that, as a player levels up in the game, new options then become available to further differentiate them from their peers, by gaining new abilities that will help them fill different roles as the game progresses. Thus it becomes possible for players to dedicate themselves to becoming a tank, or a Beast Tamer, or any other type of job or role they want to serve in their SAO-Rpg experience.

Level 1 Characters starting off would have access to 2 skill points to spend as they wish. With 1 new skill point being gained with each new level.

Why does most of these Skill increase in effectiveness and only have a ½ point modifier? Because we do not want things to get ridiculous of course. If we cap each skill at a rank 10, for maximum, then you are gaining an additional +5 damage for maxing your weapon skill, or soaking an incoming 5 damage thanks to your Equipment Skill.

It would take some work, at least 10 levels, to max a single Skill. However, with that said specific quests submitted and approved through the GM Team can add an option to increase specific skills through their use in these quests. Such as increasing Dagger, Hide, Search, skills by +1 for successfully completing the <> quest while using said skills regularly.

Non Combat Skills:

Crafting skills: Crafting Skills modify a player's ability to use the crafting system, adding ½ to their crafting roll per Skill Point invested, with a minimum of one, whenever you that player crafts something made by that specific skill. Investing points into a crafting skill is not necessary to continue to level their crafting profession, however, it does directly modify their ability to successfully use their crafting talents.

  • [*:2o7j005r]Sewing/Tailoring: The effectiveness with which a player can craft lightweight cloth, leather, and monster hide armor.
    [*:2o7j005r]Musical Instrument: The effectiveness with which a player can use a musical instrument or their singing voice as a performer, which sometimes can have status changing effects on enemy creatures.
    [*:2o7j005r]Cooking: The effectiveness with which a player can combine ingredients to create different types of food, some of which have medicinal value.
    [*:2o7j005r]Smithing: The effectiveness with which a player can craft metal weapons and armor
    [*:2o7j005r]Medicine Mixing: The effectiveness with which a player can craft potions and poison weapons

    Familiar Recovery: Investing in the Familiar Recovery skill allows a Beast Tamer to have their familiar recover Hp. Each invested Skill Point in the Familiar Recovery Skill allows a familiar to recover ½ hp points per level, with a minimum of 1. (Using Familiar Recovery means that a familiar can take no other action during that turn, or negate the Recovery process)

    Familiar Communication: Investing in the Familiar Communication Skill allows a Beast Tamer’s Familiar to respond to commands better, and deal increased damage in combat. For each Skill Point invested in Familiar Communication that familiar will deal an additional ½ point of damage, with a minimum of 1.


Passive Skills:

Searching: Players investing in the Searching Skill are able to notice players attempting to conceal their presence with Hide. Each Skill Point invested in the Searching Skill, decreases a player’s Searching check by a ½ point rounded up, with a minimum of 1..

Tracking: Stays at rank One, and allows Players to successfully track monster spawns or unconcealed players.

Listening: Stays at rank One, and allows Players to use their hearing to detect creatures or players that are nearby but not within line of sight.

Detection: Players investing in the Detection Skill have a higher chance of finding hidden Treasure and Loot Chests as they explore Aincrad as well as being able to detect hidden monsters and traps. For each Skill Point invested in Detection, a player’s loot roll is increased by ½, with a minimum of 1.

Hiding: Players investing in the Hide Skill are capable of concealing their presence from monsters and other players. Each Skill Point invested in the Hiding Skill, decreases a player’s Hiding check by a ½ point rounded up, with a minimum of 1.

Acrobatics: Stays at rank one and allows players to perform System Assisted aerial maneuvers such as tumbles, flips, and somersaults as well as reach areas of the map that are outside of a normal player’s ability to reach via being able to jump and reach ledges and other means of climbing.

Night vision: Stays at rank one and allows players to see normally in low light conditions

X-ray vision: Investing in the X-ray Vision Skill allows players to see through some objects such as walls and doors. This effect can be maintained for an additional post per Skill Point invested in this skill. Max level allows a player to see through secure rooms. (Does not work on clothes)

Sprint: By investing in Sprint a player gains a passive movement speed bonus to help them get around the map. In addition each Skill Point invested in the Sprint skill increases a player’s chances of evading incoming attacks by ½ per skill point invested, with a minimum bonus of 1. In the event of a successful Evasion Attempt, a player is able to avoid all incoming damage from their evaded attack. In the event of a failed Evasion Attempt, a player will take damage as intended, mitigated by their Equipment Skill. (The Light Shield Equipment Skill Bonus will not be included in a failed Evasion Attempt)

Extended weight limit: Investing in the Extended Weight Limit skill enables a player to carry more gear into the field, be it weapons, armor, or useable items. Players start out with an inventory with 6 available slots, and gain one extra slot per Skill Point invested in the Extended Weight Limit skill.


Combat Skills:

Howl: (Hate Skill) Stays at Rank 1. Attracts the attention of NPC monsters and increases a player's Hate status effect. Often used by tanks as an opening move to lure enemies to the player. (Creates 3 Hate, counts as a post action.)

Fighting Spirit: (Hate Skill) Stays at Rank 1. A single target Hate generating skill that can be used to hold a monster’s attention in the middle of a battle. (Creates 2 Hate, counts as a post action.)

Spiritual Light: (Hate Skill) Stays at Rank 1. Uses an aura effect to maintain high Hate status in combat. Used by tanks to keep Hate while party members can focus on attacking without worrying about drawing Hate. (Creates 1 Hate every post, does not count as a post action.)

Parry: Investing in the Parry Skill allows a player to attempt to counter an enemy Sword Skill with one of their own. In the event of a successful Parry, a player may negate ½ damage, rounded up, with a minimum of one damage negated while dealing ½ damage, rounded up, with a minimum of one damage back to the attacker. In the event of a critical success in an attempted Parry, a player will negate all incoming damage from their parried attack or sword skill and will deal full damage back to their opponent, calculated as a normal attack, with Weapon Skill Point bonuses included.

Battle healing: Battle Healing allows a player to regenerate health in small increments. For each Skill Point invested in Battle Healing, a character is able to regenerate ½ health point, with a minimum of 1. (Using Battle Healing counts as a post action, meaning no other action or attack can be taken without negating the Healing Attempt)

Equipment skills: Investing in a player’s perspective Equipment Skill serves to help mitigate incoming damage through the use of equipped armor *.

  • [*:2o7j005r]Leather Equipment: The effectiveness with which a player can use Leather Equipment. For each Skill Point invested in the Leather Equipment Skill, a incoming damage is reduced by .30 damage points, rounded up, with a minimum of one damage point reduced. This metric increases slowly, requiring some investiture over time before seeing increase an in damage mitigation. Leather Equipment carries a built in +1 to Evasion Attempt modifier so long as a player has invested at least one Skill Point in Leather Equipment and is wearing Leather Equipment. At the same time, it carries a -1 to absorbed damage on a block attempt. These modifiers reflect the light nature of the armor.

    [*:2o7j005r]Light Metal Equipment: The effectiveness with which a player can use Light Metal Equipment. For each skill point invested in the Light Metal Equipment Skill, incoming damage is reduced by .40 damage points, rounded up, with a minimum of one damage point reduced. This metric increases at a pretty steady pace, not requiring quite as much investiture over time before seeing an increase in damage mitigation. Light Metal Equipment does not carry a bonus or negative, being a balanced armor choice.

    [*:2o7j005r]Heavy Metal Equipment: The effectiveness with which a player can use Heavy Metal Equipment. For each skill point invested in the Heavy Metal Equipment Skill, incoming damage is reduced by .50 damage points, rounded up, with a minimum of one damage point reduced. This metric increases the fastest of the armor skills, providing the best overall defense of the Armor Skill types. Heavy Metal Equipment carries a built in +1 to mitigated damage on a Block attempt, so long as the player has invested at least one Skill Point in Heavy Metal Equipment and is wearing Heavy Metal Equipment. At the same time it carries a -1 to an Evasion roll attempt. These modifiers reflect the heavy nature of the armor.

    [*:2o7j005r]Light Shield Equipment: The effectiveness with which a player can use Light Shields. For each Skill Point invested in the Light Shield Equipment Skill, incoming damage is reduced by .25 damage points, rounded up, with a minimum of one damage point reduced. This metric increases slowly, and requires investiture before seeing an increase in damage mitigation, and is best used to support one of the other Equipment Types as a secondary form of armor./list]


Weapon Skills:

Weapon skills: Weapon skills modify damage done with specific weapon types. For each Skill Point invested in a specific Weapon Skill a player will do 1 additional damage, with a critical hit applying a double bonus.

  • [*:2o7j005r]One-Handed Straight Sword: The effectiveness with which a player can use one-handed longsword-like swords. (Example: Arming sword, Longsword)

    [*:2o7j005r]One-Handed Curved Sword: The effectiveness with which a player can use one handed slashing swords. (Example: Scimitar, Kilij)

    [*:2o7j005r]One-Handed Dagger: The effectiveness with which a player can use knives and daggers. (Example: Pugio, Stilleto)

    [*:2o7j005r]One-Handed Assault Spear: : The effectiveness with which a player can use one-handed piercing Spear type weapons. (Example: Javelin, Iklwa)

    [*:2o7j005r]One-Handed War Hammer: The effectiveness with which a player can use one-handed Hammer or Mace type weapons. (Example: Flanged Mace, Warhammer)

    [*:2o7j005r]One-Handed Rapier: The effectiveness with which a player can use one hand thrusting type swords. Unlocked after reaching Skill Rank 3 in One-Handed Straight Sword. (Example: Rapier, Epee)

    [*:2o7j005r]Two-Handed Straight Sword: The effectiveness with which a player can use two-handed type long swords. Unlocked after reaching Skill Rank 3 in One-Handed Straight Sword. (Example: Claymore, Broadsword)

    [*:2o7j005r]Two-Handed Assault Spear: The effectiveness with which a player can use two-handed piercing type polearms. Unlocked after reaching Skill Rank 3 in One-Handed Assault Spear. (Example: Warspear, Lance)

    [*:2o7j005r]Two-Handed Battle Axe: The effectiveness with which a player can use two-handed cleaving type weapons. Unlocked after reaching Skill Rank 3 in One-Handed War Hammer. (Example: Broad Axe, Battle Axe)

    [*:2o7j005r]Blade Throwing: The effectiveness with which a player can use throwing weapons. (Example: Throwing Knife, Throwing Pick)

    [*:2o7j005r]Martial Arts <>:The effectiveness with which a player can use unarmed combat. Unlocked after completion of the quest <>

    [*:2o7j005r]Katana <>: The effectiveness with which a player can use two handed slashing type weapons. Unlocked after reaching Skill Rank 3 with One-Handed Curved Sword.

Leveling Skills

Each time a character levels up they receive a skill point that can be spent in one of the skills they have chosen. In some cases, notably with Weapon Skills, new skills can be acquired by reaching the required rank in a skill prerequisite. Some special cases of <> require completion of specific quests before they can be leveled up.

Using Skills

In order to activate a skill, a Player must make a roll using the combat dice to see if their Skill Use is successful, this process follows the same general form as making a combat roll, with a roll of at least 6 being required as a ‘success’. Rolling 1-5 requires the player to post their skill attempt as having failed.

Combat

Combat with a GM controlled enemy is determined through the battle roll system of react/act. each roll on a post determines your character's ability to react to what is happening and then act as they wish. this can be best seen when being attacked. the player’s battle roll will determine first if their chosen reaction (parry, block, evade, ect) is successful and then determine if their action (attack, run, activate ability, ect) was also successful.

PVP uses the same system but on opposing sides, where the one is reaction to the others attack and vice versa. A successful hit results in damage in battle, which is determined by the (Base Attack + weapon skill bonus) versus the (defending equipment skill bonus).

Hate

The Hate mechanic allows heavily armored players, usually designated as ‘Tanks’, to hold the focus of an enemy in combat. Normal players generate 1 Hate with each attack, generating 2 Hate in the event of a critical attack. In order to keep a Boss or High Leveled Enemy focused on them, Tanks use special skills to boost the amount of Hate they are generating so that their enemy remains focused on them, rather than attacking other party members dealing damage. This Hate mechanic would generally used by the GM team to determine what target a specific boss or monster will attack in combat.

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I like it. I don't have the ability to really go over it all in detail right now, but I think it looks pretty impressive. I also cant vouch for how complicated/simple it is, but hey, at least it's readable.

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I don't know why there was another one made. You could have posted your suggestion under my thread so we don't need to spam the suggestions section with Skill Leveling Systems. One thread is just enough.

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i would think it would be better to have it separate since its a completely different idea of how to do an effective system. putting it on a topic with an already written idea for a system would only serve to complicate the idea because readers wouldn't know if one system was applicable to the ideas and thoughts of the other proposed system. it also serves to let people discuss the system suggested system without any confusion if the discussion was about one system or another. i hardly thing its spamming if they are separate topics proposing separate ideas that the other players can view to determine what they like, don't like, and share and ideas they have on the subject.

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A separate topic is the wise way to go; more organized. And nothing gets lost or mixed up. And as far as I read last night/earlier today... I think this look awesome Saix. I also know you put some good effort into it! My vote is neither here nor there as to how it should go, given that I haven't much read into the other option presented... but I think this keeps things simple enough to understand and play out, yet.... challenging enough to keep it fun and lively. If that makes any sense?

^^'

*shuts up now, plz*

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Very impressive idea indeed. I read it all and only have a couple of very minor questions that don't raise any headaches for me. Due to the way you presented it and the individuality it brings to players, I definitely would love to use this system.

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I like it. It keeps things simple enough, and provides a bit of utility.

I've only got one question and one comment.

Regarding Sprint skill: it helps evading, adding 1/2 to the roll to evade enemy attacks. This raises some questons. Namely, how does dodge work? Is it an action that you take before the enemy attacks, and the enemy subtracts its value from his next post's battle dice? That way, though, your opponent may not notice you used it, if they don't read carefully your post, and then you'd have to pm them asking to edit theirs.

Moreover, can you dodge in the same post you attack, or you choose one or the other? If its the latter, that means there is no reason not to dodge every single post you make. That's a bit overpowered.

If not, then most people will never dodge, since it just means their turn will be over and they'll give another chance to the enemy to attack without retaliation. Things would change if certain skills were stronger than others - i.e., i choose to evade Skull Split since it adds 6 damage to the roll, but can't be used for three turns. So I spend this chance of attacking to make his skill miss.

As it is, though, every hit has the same chance of doing the same damage, therefore, there's no reason to evade, since you're spending your turn to have a chance of evading an attack, and giving the enemy immediately leave to do another. In the best of cases, he will have just have made two attacks instead of one, in the worst, he'll hit you two times instead of only one.

Don't know if I've been clear, I can explain more if needed. The core of the matter is that the dodge mechanic's a bit difficult to decide for it to make sense, so a skill that adds a +1/2 to a dodge chance may be very useless, till the dodge mechanic's set and decided.

The other comment is on Defensive Equipment skills (armor, shields and the like). I'm all for it, but the maximum damage absorption value should be tied to the type of the item - in your version of the skill, there is no difference between a leather armor and a heavy metal one.

For instance, leather armor give +0.25 each rank, rounded up. At level 10, that's a maximum of three.

Light Metal could give 0.4 each rank, rounded up. At level 10, that's a maximum of 4.

Heavy Metal could give 0.5 each rank, rounded up. At level 10, that's a maximum of 5.

Light Shield give 0.25 each rank, rounded up. At level 10, that's a maximum of three.

The Crafting Tier of the item should raise or lower this value, by 1 for tier up or down the "normal" quality tier.

This is so the skill doesn't become much more important than the item itself, and to differentiate between item types.

Numbers are obviously made up and adjustable.

A similar thing could be said for weapons, but I reserve to write about that later.

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to Dellis:

when being attacked the player has one of 4 options. first option is get hit. since none of us like that, we try not to get hit.

second is to <>. block is an activated skill that allows the users shield to stop the incoming attack using the system assist. you can try to block without system assist however you loose out on the benefit of the points you have put into the skill. given the speed and precision needed it just works better to use the skill. this would be the main thing a sword/shield user or tank would want to use.

third option is the <>. parry does the same thing as block but in a different way. Parry uses an attack to knock the other attack to the side making it miss. this would be the ability most used by those who do not have a shield or use a two handed weapon. like block you can parry without using the skill but you do not get the benefit of the points you put into the skill.

the final option is Evade. Evasion is your character moving. it is different than the other two in two ways. first evasion unlike the others makes no contact with the incoming attack but instead makes that attack miss. second Evasion in the cannon wasn't an activated skill which is why it was so impressive when users could do it. not being an activated skill however made it very difficult to do and in the cannon Sprint increased your movement speed which then increased your ability to evade.

in any post you can take two actions, react then act, however you can only activate one skill. this means if you use parry or block skill you can not use a weapon skill to attack. you'd be flailing around doing almost no damage. this is primarily why you would be best served in groups with dynamic sets of skills. the Tank character is made to hold the creatures attention and not get hurt while the other characters do all the damaging skills. Its not overpowered, its just effective and use of intelligent tactics.

Evasion on the other hand is not an activated skill and allows for some form of defense while still being able to attack. Its not a skill you can put points into to increase its stat like block and parry. its basically your characters reaction to an incoming attack as fast as they can 1.) see it and 2.) move. the moving part is what gets a bonus from sprint and since sprint only helps with 1/2 of the evasion it only raises evasion by 1/2.

in truth the idea is to give the player options, not make one ability better than another. if players would rather invest in parry or block with give a quicker turn over on their investment then they are free to. but characters who don't want to be holding aggro would benefit more from sprint because it raises their ability to evade, even if only by 1/2 per point. that could be the difference between getting hit or narrowly evading an attack.

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I like it. It keeps things simple enough, and provides a bit of utility.

The other comment is on Defensive Equipment skills (armor, shields and the like). I'm all for it, but the maximum damage absorption value should be tied to the type of the item - in your version of the skill, there is no difference between a leather armor and a heavy metal one.

For instance, leather armor give +0.25 each rank, rounded up. At level 10, that's a maximum of three.

Light Metal could give 0.4 each rank, rounded up. At level 10, that's a maximum of 4.

Heavy Metal could give 0.5 each rank, rounded up. At level 10, that's a maximum of 5.

Light Shield give 0.25 each rank, rounded up. At level 10, that's a maximum of three.

Excellent Idea, I had been thinking of ways to differentiate the different armor types, but nothing was giving me an option that I liked while still remaining simple. Turns out I was over complicating it, because this would work perfectly.

The Crafting Tier of the item should raise or lower this value, by 1 for tier up or down the "normal" quality tier.

This is so the skill doesn't become much more important than the item itself, and to differentiate between item types.

The way I had seen it, by the time you were of high enough level to max your crafting skill, you would essentially have a +5 to your roll. This allows for a higher success rate, as you are a 'master' of your profession. However, since I am a table top gamer, it is important to note that the 'critical' rolls are not effected by this. Critical rolls are to be savored, they are a natural good luck mechanic, I don't want to mess with that, haha. So while the Crafting Skill levels will certainly help, it is going to take a substantial investment of time in the game to level up 10 times to reach that level. A process that would no doubt be harder if you invested every earned point into your crafting skill rather than weapon or equipment skills that would also be beneficial.

You have made some excellent suggestions/feedback, and it will go a long way towards ironing out any kinks in the system so we can make lives easier for the GM's if they take a look at how to implement it.

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Thanks Saix!

Actually, what I meant with that sentence

The Crafting Tier of the item should raise or lower this value, by 1 for tier up or down the "normal" quality tier.

This is so the skill doesn't become much more important than the item itself, and to differentiate between item types.

is that, for instance, while a normal quality heavy armor at skill level 10 with my method gives 5 Absorption of Damage, if you instead use a higher quality heavy armor (uncommon, rare, perfect) you get respectively an Absorption of Damage value of 6, 7, or 8.

I wasn't suggesting to change how your crafting skills work, they're perfectly fine!

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Well I think the idea is to stay in the system thats established. As it is now your roll determines how good the item is. Putting points in your craft adds to your roll. So while it doesnt nessessarily make an item better it increases your odds of making better things and decreases your odds of making unusable items or standard items.

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Thanks Saix!

Actually, what I meant with that sentence

is that, for instance, while a normal quality heavy armor at skill level 10 with my method gives 5 Absorption of Damage, if you instead use a higher quality heavy armor (uncommon, rare, perfect) you get respectively an Absorption of Damage value of 6, 7, or 8.

I wasn't suggesting to change how your crafting skills work, they're perfectly fine!

Oh man, clearly I am too tired to be allowed on the internet right now. Haha. Once again, excellent suggestion, it really creates a demand for the player created weapons and armor. Which ties into the enhancement system I was tinkering with on the side. Obviously we can't get quite as extreme as SAO with upwards of 50-60 enhancement slots on gear, but I think having slots for gear, similar to this could be a fun way to introduce another level of player choice in how their character functions.

Good Item - 0 Enhancement Slot

Uncommon Item - 1 Enhancement Slots

Rare Item - 2 Enhancement Slots

Perfect Item - 3 Enhancement Slots or A Triggered Ability, like the items you were making that could do the blinding flash (I read your shop topic, please excuse me if I misremembered your sword/shield's abilities.)

With the basic SAO Item Enhancements; Sharpness +1 damage, Accuracy +1 to battle die, Quickness +1 to Parry/Evade roll, Durability + 1 damage absorbed, Heaviness + 2 to damage, -1 to Parry/Evade

Or something like that, I would need to actually crunch numbers when the screen isn't all blurry and my eyes don't feel like I am blinking sand paper.

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This new system is getting me all pumped up! I hope we can make a good argument for it to be adopted.

All we need is this, a better combat system, and some far off economic system, and suddenly we have a full game! :D

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Me, I don't really understand the regular skills and levels to begin with but you, my friend, have complicated it to perfection. Although it might need a little work, I understand almost everything you stated! :] I hope this gets passed!~

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Oh man, clearly I am too tired to be allowed on the internet right now. Haha. Once again, excellent suggestion, it really creates a demand for the player created weapons and armor. Which ties into the enhancement system I was tinkering with on the side. Obviously we can't get quite as extreme as SAO with upwards of 50-60 enhancement slots on gear, but I think having slots for gear, similar to this could be a fun way to introduce another level of player choice in how their character functions.

Good Item - 0 Enhancement Slot

Uncommon Item - 1 Enhancement Slots

Rare Item - 2 Enhancement Slots

Perfect Item - 3 Enhancement Slots or A Triggered Ability, like the items you were making that could do the blinding flash (I read your shop topic, please excuse me if I misremembered your sword/shield's abilities.)

With the basic SAO Item Enhancements; Sharpness +1 damage, Accuracy +1 to battle die, Quickness +1 to Parry/Evade roll, Durability + 1 damage absorbed, Heaviness + 2 to damage, -1 to Parry/Evade

Or something like that, I would need to actually crunch numbers when the screen isn't all blurry and my eyes don't feel like I am blinking sand paper.

I feel like we need something like this for armour as well. I kinda have the beginnings of an idea. I'll post them later, unless someone else can think of something better while work. :D

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Updated to reflect suggestions made by Dellis and Shard. Basically, tweaked the values of the Equipment Skills defense modifiers to account for heavier armor types, and added a footnote on how item quality effects Equipment and Weapon Skills. Things look to be coming along nicely, hopefully we can polish things some more and make a positive impression on the GM's and see about getting this approved.

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Issue 1: Each time a character levels up they receive a skill point that can be spent in one of the skills they have chosen. Unlockable “extra skills†can then be acquired by reaching the required rank in a skill prerequisite.

That is wrong! Sorry, but extra skills are only able to be acquired through quests and events. I even got Shark's opinion on it and he said the same thing. Therefore that won't work.

Issue 2: In order to use a skill, a Player must make a roll using the combat dice to see if their Skill Use is successful, with a roll of at least 5 being required as a ‘success’

This is the second thing I have a problem with. Also for an attack to be a successful hit it must be a six or higher. It cannot be a five or it must be role played as a missed attack.

I'm a new GM and that's like the only problem I truly have. You should edited your posts.

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