Skill proficiency rework

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Revision as of 22:17, 15 September 2023 by Nyazuli (talk | contribs)
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Intent

  • The old system allows someone dedicated enough and with enough time to max every single skill in the game, making skills effectively obsolete in roleplay
  • The concept of starting "profession" is very obscure and only obfuscates the intent of "your background makes you good at this" without adding any depth
  • Combat skills aren't necessarily something that should be rolled, nor something that should be maxed to keep up with the combat subsystem
  • It's a credit sink, making rich players stronger in roleplay, to a disruptive level even if caps were enforced

The new system intends to offer the following:

  • More accessibility: no or very little impact from farming heavens 24/7 on your skill array
  • No obfuscation: you pick your skills, done, easy.
  • As a baseline, players have some level of training (50%+ chance to tackle DC6 challenges) in half of the skills in the game (up to a full specialization) and basic competency in the other half (85%+ to tackle DC1 challenges)
  • Keep the skill system as a tool for storytellers and not an avenue of mechanical optimization

Properties of the rework

Each player is given the opportunity to pick:

  • 2 specializations
  • 4 Interests
  • 6 hobbies
  • beginner level in the remaining 16 skills

Having a skill at hobby level or higher ensures an increasingly high chance (starting at 35%) to tackle standard DC6 tasks, with specialists being able to tackle DC9 tasks 35-40% of the time instead). Those levels correspond to the current proficiency number of 40, 30, 25, and 10, respectively

The following gameplay effects of skills are removed, backed in character baseline, or changed:

  • intimidation no longer affect shop prices
  • economics no longer affect shop prices
  • Xeno is no longer needed to see enemy XP

The following skills are removed from the game:

  • to
  • do