Conversation started Oct 13, 2014 at 0:56.
Oct 13, 2014 00:56
The Core of Fate Core, a blog post by Fred Hicks, has some interesting stuff to me on the topic of choosing and designing skills:
> CHOOSING SKILLS:

There are any number of ways you might have characters select skills in your game. In our published games, we favor a “pyramid” or “tower” style, where slots for skills are bought at each rating level from Average on up, with requirements as to how those slots are stacked atop each other. Other implementations may favor a simple point buy approach, or something else entirely.

When setting things up for skill choice, think about two things:

* Niche protection: Offer enough skills with enough variety that each player can shine in a distinct and different way.
> DESIGNING SKILLS:

A specific game should have a customized skill list that fits the priorities of the game’s story and setting. A game where social interaction isn’t particularly important or nuanced might simply present all social skills as a single Interaction skill. When social interaction is important (and system support of that is desired), multiple skills may be warranted (such as Empathy, Rapport, Reputation, Deceit, Intimidation).

Skills are composed of one or more trappings. Broadly, a trapping is a kind of action (or family of actions) that a character can undertake using the
The niche protection and breadth of competence are two core concerns.
And the Designing Skills section sets me up with another approach for considering what skills I might need for Fate Hack & Slash: describe the various kinds of things people need to be able to do in a Hack & Slash game, and then work out how to distribute them among skills to provide decent niche protection and breadth of confidence, whilst being careful about overlap.
(If I were modelled as a Fate Accelerated character I would have my +3 in Careful)
(or I might have something else in +3 but be constantly self-compelled to use Careful)
 
3 hours later…
Oct 13, 2014 03:46
@doppelgreener So, what do PCs do in a hack-and-slash game?
They use a wide variety of melee and ranged weapons, usually with specialisation in a particular subset of them.
They protect themselves and each other.
They cast spells to attack and defend, and to manipulate the environment.
They use out-of-combat skills to manipulate the environment (as: finding and disarming traps, opening or barricading doors).
They encourage each other and discourage their opponents.
They solve puzzles which take the form of physical obstacles, and they solve puzzles with take the form of understanding their opponents' motivations and plans.
They topple powerful foes, by engaging in awesome combat, then get rewarded corporeally or in some other way. They will talk with people, bargain with them, threaten them, lie to them, and sometimes even be friendly with them if they actually feel comfortable that the thing in front of them is unlikely enough to eat them that they can actually let down their guard a little bit.
They'll break through doors and walls, find secrets, uncover treasure, and solve puzzles (which you mentioned).
They also fulfil quests, given to them by people or deities or so on, or chosen by themselves (but not often).
@BESW Zoom in on this! :)
They'll get hit, and hit things, and determine the best method of hitting things and not getting hit, whether that means getting out of the way or toughing it out or being clever about what they're doing or where they're standing.
They'll lure monsters into traps and ambushes
And they will face down monster after monster and somehow come through bloodsoaked and laughing triumphantly.
(Or, occasionally but not permanently, shattered and shaken.)
Oct 13, 2014 04:07
@BESW And they depend on each other for this; they're together because they can't go it alone.
Or they're much better off sticking together.
That means niche protection has to go hand-in-hand with needing niches.
It's not just that "I can do a thing you can't" is important: the group has to need the thing you can do which they can't.
This is probably more of a "GM advice" thing than a "designing skills" thing, but it's worth remembering because if a skill isn't necessary, maybe we should lump it into another skill or throw it out entirely.
That is true.
(Or, as with Notice in ARRPG, make it something everybody has!)
So, breadth of the skill list should be somewhere between 6 and 25.
@BESW that is an easy way to deal with it
Actually, with Notice, I think that's more a case of "We can't imagine a game working if nobody in the group is decent at this skill, so let's make it ubiquitous and focus niche protection elsewhere."
Oct 13, 2014 04:14
it is a skill that it would be hard to play the game without
@BESW What d'you mean? Everyone has actiony abilities, and they're all needed?
someone in your group really should have notice in most Fate games, probably especially ARRPG
Notice is, at the very least, a skill anyone can justify using in ARRPG's brainstorming sessions if they don't have any niche skill which applies.
yeah, that's part of my point
it's also the best aspect making/finding skill
So, take note: FH&S needs a Notice-type skill, and it should be really easy to get.
Oct 13, 2014 04:20
@BESW So, in most modes, or: "If you didn't pick this up, you get it at +1."
Right.
It came to mind: "Do I really need an Investigate skill? Is it worthwhile distinguishing from Notice?" I opened up ARRPG, and I see it does not have Investigate either.
I think I will do the same, and let Notice absorb it.
I'd suggest calling it Observe or something.
At least, consider what it's encompassing.
The mashed-together skill?
Yeah.
Like, in D&D 3.5 it'd be at least Listen, Spot, and Search.
Oct 13, 2014 04:25
In some games Find Traps is a separate skill.
> Investigate is the skill you use to find things out. It’s a counterpart to Notice—whereas Notice revolves around situational alertness and surface observation, Investigate revolves around concentrated effort and in-depth scrutiny.
> Overcome: Investigate obstacles are all about information that’s hard to uncover for some reason. Analyzing a crime scene for clues, searching a cluttered room for the item you need, even poring over a musty old tome to try and find the passage that makes everything make sense.
> Investigate is probably one of the most versatile skills you can use to create an advantage. As long as you’re willing to take the time, you can find out just about anything about anyone, discover nearly any detail about a place or object, or otherwise make up aspects about nearly anything in the game world that your character could reasonably unearth.

If that sounds broad, consider the following as just a few of the possibilities for using Investigate: eavesdropping on a conversation, looking for clues at a crime scene, examining records, verifying the truth of a piece of information,
I think I would rather just make it vanish, and make investigation something you do _other ways._ So considering its examples:
Crime scenes: ... Not sure this is in scope. You can Notice clues though.
Searching a cluttered room: Notice.
Poring over a tomb: Lore, or some kind of skill about being Knowledgeable.
Find out stuff about people: Intimidate them, threaten them, or be friendly with them and extract information.
I like it.
So, I've been thinking about skill specialisation: weapons, knowledges, and so forth.
Eavesdropping: ???. Examining records: Lore, notice. Verifying truth: That's a good blank... Conducting surveillance: Notice. Researching a cover story: ?????? what are cover stories, i don't know, maybe if we beat up enough of these [finger quotes] jorr-nail-ists they will tell us.
And here's an idea--when you get Lore in a mode, you pick a specific category like "Arcane Lore," and you get +1 on Lore rolls whenever it's within that scope.
Effectively some skills come with built-in specialisation stunts that grant +1 to all action types when that skill is focused on your area of expertise.
Oct 13, 2014 04:31
I think I should keep Empathy, both as a sort of being nice skill, and as a skill about reading another person's mental state. See if they're being shifty, or something. It's also a great stat for anyone interested in being psychic, because for them it means how able they are to tune into other peoples' minds.
In this game, a Fey Warlock's best stat would be Empathy.
@doppelgreener M'rr. Here's where I get iffy.
@BESW Mmm?
(then again I was never 100% happy with Sense Motive as a skill. Something about it just always seemed... off.)
I'd probably have something like Diplomacy wrap up all normal "good interactions with people" actions, and if you're psychic then your Psychic mode grants a unique skill to represent that.
I'm imagining maybe a dozen generic skills with some specialisation available, and some modes provide access to additional unique skills.
@BESW Ah, and so, say, Ashiok would have a skill called Apparitions or Nightmares or Fear.
Right.
Oct 13, 2014 04:36
@BESW I was thinking it might be appropriate to give the DWARF mode a Sturdiness skill or something, which is an upgrade of something like Toughness or Constitution. (i.e. if you have anything which gives you Toughness, whether it's a better or worse mode, ceases to be Toughness and starts being Sturdiness.) Sturdiness lets you do some special things that the regular skill doesn't do.
@BESW I like that concept.
@doppelgreener Hmm. Alternate idea: each mode comes with a stunt.
@BESW ... I was thinkin' of that too. Which makes me happy.
I'm gonna poke a notepad file for a bit and work something up.
Okay. :D
I'm gonna return to powerpointing.
@BESW By the way, I really like the specialisation thing. It means I can pick up Physique (Axes), and I will be the guy who's good at axes, and if I hand the archer my axe, even if he still has great Physique, he will not be as good with my axe as I am with it.
Exactly.
Oct 13, 2014 04:57
So, here's a quick sketch of a skill list and some sample modes.
> GENERAL SKILLS
0 Diplomacy (CA, O)
1 Faith (CA, O, D)
1 Intimidation (CA, O, A)
0 Lore (CA, O)
0 Mechanics (CA, O)
2 Melee (CA, O, A, D)
0 Notice (CA, O)
1 Ranged (CA, O, A)
1 Subtlety (CA, O, D)
0 Toughness (O, D)
(The numbers are how many action types beyond 2 the skills allow by default; the letters are Create Advantage, Overcome, Attack, Defend.)
> CASTER (up to 3)
choose: Lore OR Faith
Magic (CA, O, A, D)
Notice
- Choose a category of knowledge. If you chose Lore: +1 to Lore rolls to know about that subject. If you chose Faith: treat Lore as a skill in this mode when rolling to know about that subject.
- Magic is a unique skill. Choose a domain over which you have control, such as Protection or Fire. You can use Magic to control this domain. Your choice may influence the kinds of actions you can take with Magic, so work with the GM to outline its capacities and limits before play.
What are the numbers beside the mode names? (Up to 3), (1) and (4)
The sums of the numbers in the list of general skills. Basically I'm counting skill points like ARRPG as a rough guide to balance.
> WILDERNESS (2)
Lore
Ranged
Subtlety
Toughness
- +2 Lore to know about and get along in uncivilised places.

ROGUE (up to 3)
Mechanics
choose one: Melee OR Ranged
Notice
Subtlety
- You can attack with Subtlety if your target doesn’t know you’re there.

BARD (at least 1)
Diplomacy
Intimidation
Lore
Notice
- Pick one more skill and add it to this mode’s list.
- You can use Diplomacy to make social attacks.
@BESW I like the presence of Mechanics. How do you imagine Faith and Subtlety being used to create advantages?
Oct 13, 2014 05:12
@doppelgreener Non-magical Faith lets you encourage and embolden yourself and your teammates. Magical faith can call down actual blessings upon them.
So We fight on the side of justice! or Blessed by the gods.
Subtlety is the hide/sneak/deceive skill, so it's for creating advantages from Hidden to Switched bags when he wasn't looking.
I like that a lot, actually. It isn't called Stealth, so it doesn't make people think: "I need to be sneaking around!"
I'm putting together a few racial modes now.
That was a major concern for me. Sneaking around is bad in Hack & Slash.
You made a stealth character once. You know what I mean.
If you're the sneaky person, you're on your own. Nobody's there to back you up, anyone who comes with you is going to create problems for you.
I want to leave that possibility open but I don't want to strongly suggest that people should be doing it, and Subtlety is a great skill for that.
Right.
That was basically my thinking.
I had no idea what to do about it honestly; I am glad you thought of that.
Oct 13, 2014 05:19
I rolled Stealth and Deceive together.
(Because Deceive just wasn't going into Intimidate with grace.)
> ELF (at least 2)
Lore
Notice
Subtlety
choose one: Melee OR Ranged
- You get +1 with bows (if you chose Ranged) or light blades (if you chose melee)
- You get +1 to defense rolls against mental (not social) attacks.

DWARF (1)
Faith
Choose one: Lore OR Mechanics
Toughness
- You have armor:2 against non-weapon physical attacks (poison, cave-ins, etc).
- Pick a type of enemy. You get +2 on attacks against that enemy because of your clan’s ancient feud with them.

HALF-ORC (3)
Intimidation
Melee
Toughness
@doppelgreener being the one sneaky person could mean you are in the back of the group and engage after everyone else
you don't have to sneak into a place alone so much as just make sure your allies are taking hits before you are
You'll notice that I put more power in a mode's stunts if its skill points are low.
@BESW What do you mean by "Any melee weapon you have a stunt for" in Half-Orc? (Remembering that weapons worth creating extras for have their own stunts)
@doppelgreener Right now it's very open-ended because it's a prototype of an unformed system, but here's the idea: If the half-orc has sunk resources into being better with a kind of weapon, then being a half-orc makes him even more lethal with it.
@BESW Excellent.
And honestly the skills and modes you've created look beautiful.
Oct 13, 2014 05:26
For example, if he took the Fighter mode and chose "Axes" for that mode's stunt, he also gets weapon:1 on any axe he picks up.
So let's see. If we made a Fighter +3 Half-orc +2 Wilderness +1 character...
@BESW And I see now. Elves get a +1, not just Weapon:1, and defence +1 to a wide variety of stuff. Dwarves get a pretty good armor:2 and an outright +2 on specific enemies. Half-Orc has more skill points, but are more constrained in their weapon bonus (and it's weapon:1 right? so it won't help them hit) and that teamwork thing is cool and substantial but uncommon.
@doppelgreener Right.
And even so, I looked at the Half-Orc and thought he had the coolest stunts. :)
> Fighter +3, Wilderness +2, Half-orc +1:
Toughness +5
Intimidation +4
Melee +4
Ranged +4
Notice +3
Lore +2
Subtlety +2
- +1 and wpn:1 with axes
- +1 teamwork
- +2 wilderness Lore
Man, when that guy hits a thing with an axe it is going to begin having a bad day.
Oct 13, 2014 05:33
Yeah. He could take down a half-dozen kobolds in a single swing.
+5 with weapon:1.
HRAAARRGH!
Now imagine that the rogue gives up his turn mechanically for teamwork, narrating that he's going to distract the kobolds.
The half-orc gets +7 on the attack.
+7 and weapon:1 if it hits (or ties).
Yes. All the slicings and dicings.
That weapon:1 is like a little bit of icing, even if it may be slightly worse than a +1.
Oct 13, 2014 05:36
Weapon rating means ties still inflict stress. which is pretty valuable.
It means unless you completely block the half-orc, he's going to make you not enjoy him hitting you.
Yup!
Now let's try a smitey dwarf paladin....
> Devout +3, Fighter +2, Dwarf +1
Toughness +5
Faith +4
Lore +4
Melee +4
Diplomacy +3
Intimidation +2
Notice +2
Ranged +2
- +2 defending for others
- +1 Big Swords
- armor:2 vs non-weapon physical attacks
- +2 on attacks vs cultists of the Red Hand of Ruin
Dwarfy here loves throwing himself in the way of falling rocks that are going to hit his friends.
He's only a tiny bit behind the orc in the smiting department, but he's ahead if he's fighting his favoured enemy.
for my dwarf I pick rocks as my chosen enemy
Falling rocks destroyed my clan's mines and my parents
my clan has been fighting against falling rocks for decades, but there's always more
[face/palm]
eventually we will figure out how to destroy the rocks for good
I am now imagining a humorous scene
Oct 13, 2014 05:45
> Caster +3, Rogue +2, Elf +1
Notice +5
Lore +4
Subtlety +4
Magic (shadows) +3
Ranged +3
Mechanics +2
- +1 Fey Lore
- can attack unaware targets with Subtlety
- +1 bows
- +1 defense vs mental attacks
GM: Oh no! A slide of boulders rushes for the elf!
Dwarf: Outta the way, skinny! I'm gonna push him outta the way, I can take them!
GM: [offers fate point] You're still totally drunk from this morning, you're not going to do a very good job.
Dwarf: Gangwaaaayyy! Dwarf on a landslide coming throoouugh! [swept away into the Dark Cave They Were Hoping To Avoid]
Heheh.
@BESW Elfy here has more points than the others left over for upgrading and adding skills, right?
@doppelgreener Yup.
I haven't done the precise math, but yes.
Also notice that he's got a unique skill which gives him a wide expanse of advantage-creation potential the others are lacking.
@BESW Oooo, that's true.
Oct 13, 2014 05:51
I would not have been able to do this prototype half so easily without ARRPG.
[Peeks at ARRPG modes.] @trogdor Dr Light is Action, Science, and a custom Mutant mode, right?
Stellata will probably be Action, Intrigue and a custom Plant mode.
Yeah. And Light's Mutant mode is basically a reinforcement of a handful of Action skills.
Ok. :D
I realised the other night a pithy way to describe the difference between their plantiness:
Stellata uses her self-manipulation to do things within the rules in an unusual way. (Changing the shape of her weapon, but she's still just a person with a weapon.) Doctor Light uses his mutation to break the rules completely. :)
Heh.
From a different perspective: Doctor Light is a human who looks like a plant, while Stellata is a plant who looks like a human.
Actually, @trogdor, I was thinking that Light's Omega aspect might be better if it specifies why his work is so important. Partly because that gives an opportunity to make his aspects show better how he's not mad.
Like My work could save humanity!
Egotistical, yes. But not megalomaniacal.
Oct 13, 2014 06:09
@BESW I think that's a good idea.
It also gives me more room to know how to poke that aspect.
"My work could save humanity!" means I know he'll be motivated to do things that can help save humanity, even if it's not because of his work. And he'll be moved to stop things which threaten it.
The original aspect sounds like a prioritisation of his work over a lot of things, which is bad for his mental health but good for drama, but knowing what drives him is going to be excellent.
@BESW ... I'm gonna build a Feylock later.
Oct 13, 2014 06:24
> Caster +3, Wilderness +2, Elf +1
Lore +5
Magic (plants) +3
Notice +4
Ranged +3
Subtlety +3
Toughness +2
- +3 wilderness Lore
- +1 bows
+1 defense vs mental attacks
...dude. That's a freaking +8 on wilderness Lore.
Also I'm noticing something: unique skills aren't a very good idea unless there's a way to advance them outside of modes (like how ARRPG lets you use leftover skill points to do it). If we do that, this model is fine. If we don't, then we need to use additional trappings on existing skills instead (like instead of Magic, let Lore or Faith be a casting stat).
There's definitely going to have to be point-buy advancement.
I am surprised at the scaling of this, though, that +8 on wilderness lore is incredible.
So is the +5 with weapon:1 axe-smash if they just roll a 0 and invoke nothing
Well, keep in mind: ARRPG is higher-powered than FAE.
FAE has a starting approach cap of +3, and ARRPG's is +5.
Yes, it is alarming but that is only because I'm not used to it.
So you should have a +5 in at least one thing using this mode system.
Or lots of +4's.
Oct 13, 2014 06:31
Right.
Hmm.
This didn't work out so well:
> Caster +3, Fighter +2, Half-orc +1
Notice +4
Intimidation +3
Lore +3
Magic (animals) +3
Melee +3
Toughness +3
Ranged +2
- +1 and wpn+1 with staves
- +1 teamwork
But for being whipped together, I think the prototype is a solid proof of concept.
The skills seem like a good starting place and shouldn't need a LOT of tweaking. The modes will need fiddling with, but the basic "skills and stunts" combo to define niches and races seems to be working in combination to define characters.
> Caster +3, Fighter +2, Dwarf +1

Faith (Warfare) +4
Notice +4
Magic (Sun) +3
Toughness +3
Intimidation +2
Melee +2
Ranged +2
Mechanics +1

- Lore at +3 when rolling to know about Warfare.
- +1 to Hammers
- armor:2 against non-weapon physical attacks
- +2 against Balrogspawn
I made him a dwarf, changed his Caster skill to Faith, and now he does not resemble your orc very closely at all. I like this.
> NINJA (4)
Mechanics
Notice
Ranged
Subtlety
- You can spend a Fate point to concede after rolling defense.
- You can use Ranged in melee combat.
(This is just an experiment)
@BESW Ha! I like those stunts
I think it's too close to Rogue.
Instead, I should make something that adds to Rogue to make a ninja.
(But can be added to other things too.)
Oct 13, 2014 06:47
Rogue is Ira's mode for tweaking the Rogue a little for his own character.
"This isn't quite what I want. Let's see here..."
The mode stunts are going to be optional, because someone else can just build a mode that is almost exactly the same and with different stunts.
> CHEATER (1)
Diplomacy
Mechanics
Notice
Subtlety
- Pick a skill and add it to this mode.
- You can spend a Fate point to concede after rolling defense.
@doppelgreener This may not be a disaster.
I'm imagining that if this winds up in a nice-looking PDF, the CHEATER mode should have something scribbled on it in red marker saying "+5 TO DOING ANYTHING AND STEALING THE LOOTS"
Heheh.
Basically, since I made nine "serious" modes, now I'm testing less reliable concepts.
So, a thought about how the skill list works with weapons.
Normally, it's pretty obvious that most any weapon you pick up is going to use the Melee or Ranged skill.
But one of the draws of fancy Magic Weapons is that they let you use a different skill with them.
So your warfare/sun dwarf paladin would rolling Melee +3 with his hammer.
But picking up a Holy Hammer lets him choose to use it with Faith instead.
(Heck, that alone makes the Holy Hammer awesome both mechanically and narratively even if it doesn't do anything else an ordinary hammer wouldn't.)
That is part of why I am keen to see if I can make the exact same thing work for mundane weapons.
Magic gets that rules-breaking thing where you don't have to put anything into Melee or Ranged, and you can still wreak havoc.
I do not know if this is unfair or fine.
I think it's fine.
The +5 Melee wpn:1 half-orc isn't going to be caring, but the +2 Melee dwarf paladin is going to be delighted that he can use his Faith +4 to be effective in melee where he wouldn't have been otherwise.
And... here's why it's fair.
Weapons aren't the only kind of magic item.
The Holy Hammer gives the dwarf the melee-specific Attack trapping on a skill of his choice.
Then the half-orc picks up a bauble which lets him use Toughness instead of Faith to defend against mental attacks.
Oct 13, 2014 07:05
.... Oh yeah. :D
Or instead of Will. (Is there still Will?)
No, I dropped Will.
There is not still Will!
Rolling it into Faith seems to make sense.
So the model here is that one of the stunts which magic items grant is often the ability to add a new circumstance-specific trapping to a skill.
Imagine the half-orc picking up a five-foot-tall longbow which lets him use Melee for ranged attacks.
BOW OF UKTARSH, THE STRONGEST, WHO DOES NOT CARE HOW PEOPLE USE BOWS.
Or a magical Throwing Axe.
(For all his axe bonuses, at range!)
Oct 13, 2014 07:11
@BESW I'm frightened.
I must away, back soon!
Or boots which let someone use their +8 Wilderness Lore check for Overcome actions to move between zones.
From a more meta-mechanical perspective: it's technically superior to put ranks into skills with more actions. This means that adding "attack" to the Faith skill is actually a balancing choice, while letting Melee attack at range is an imbalancing choice.
Allowing the paladin who dumped Melee to attack with his higher Faith skill rewards him for a sup-optimal RP choice and brings the balance between him and the half-orc who pumped Melee closer to equitable.
(This is why skill point costs are tied to how many actions a skill can be used for when you're building a mode.)
Oct 13, 2014 07:40
That makes sense. But also, it means that it matters what you can and can't do with each skill, and the fact you can't use Mechanics to attack is important - until you dump one of your many stunts into it.
Right.
That'd be a good stunt to give a Gadgeteer mode.
Is there a better name for Diplomacy? The name has always sounded a bit too official for me when it's often used for friendly banter - especially here where that is what it explicitly covers.
Banter? Tact?
I like Tact.
Let's go with Tact for the skill name.
Done.
Oct 13, 2014 07:51
That is smack bang in the middle of a lot of definitions i want it associated with. :)
@Moshii Hi!
Oct 13, 2014 08:05
 
Conversation ended Oct 13, 2014 at 8:05.