Section8
Cipher
Here's the next step in terms of character development:
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Overview
Skills are the bridge between the character's Primary_Stats and the gameworld - the way in which they interact and apply themselves to it. Skills start with a basic "root", from which stems a number of related disciplines, which vary from simple modifiers up to completely new actions. For instance, starting with the Firearms root, the character can develop their Accuracy, which awards them a better chance to hit targets. Or, they could tag Aimed Shots, which gives them the ability to specify shots at part of their target, such as the head, legs or arms of a human.
Skills are not derived from primary stats, but rather complement them. For example, a character with high Strength is not automatically afforded greater levels of Brawling Skills. A high Strength increases the odds of inflicting critical wounds if the attack hits successfully. A higher skill within the Brawling tree such as Accuracy will increase the likelihood of actually connecting, thereby making more frequent and predictable use of Strength.
Lastly, Skills are developed in two ways: Training and the recovery of Memories. More on these later.
Combat Arts
The Combat Arts are the brutal dance steps of destruction that will reinforce a character's belief that violence is the answer, by helping them attain victory in a fight. Brawn is the essential synergy to this knowledge.
<blockquote>Brawling
Brawling encompasses the practical skill of hand-to-hand combat, both with and without weapons. Strength is the determining factor in both the force of each blow, and the degree to which a character can wield cumbersome weaponry. Speed determines how fast a character acts within a certain time frame, and Fortitude is the main factor in the character's Stamina, which governs how long a character can prolong physical activities, especially hand-to-hand combat.
Firearms
The Firearms skill measures the character's ability to shoot ranged weaponry effectively. Strength determines the force of each attack through allowing better use of heavier weapons, and also reduces the accuracy penalties of recoil. Increased Speed permits faster actions, and Perception is a significant determining factor in base accuracy.</blockquote>
Applied Sciences
The Applied Sciences involve putting a character's Brains to good, practical use, by allowing them to use their superior knowledge toward healing the sick, exploiting or protecting physical weaknesses, or devising inventions for a variety of gameplay uses.
<blockquote>Medicine
Medicine is a skill encompassing the anatomical and physiological knowledge of living creatures, and is employed in both a healing context and an investigative context. A higher intellect represents a better memory and understanding of procedures, and therefore the degree of success. Ingenuity determines how quickly a character can perform medical procedures, and Proficiency is the major factor in calculating the side effects of a successful action.
To better explain the functional difference between Intellect and Proficiency - it is assumed the the player (and even the dumbest character) can understand fundamental physiology. If something is bleeding, it needs to be patched up. If there's a bullet lodged in somebody, it has to come out. Intellect is the know-how that bridges the gap between knowing that bullet has to come out and actually getting it out. There is also a certain foresight to the Intellectual medic - he is prepared to deal with mistakes.
Proficiency on the other hand, is the skill of the medic's hands. A well-versed surgeon who knows all procedures by the book, still may cause undue collateral damage through clumsy incisions and such. To that end, a character with high Intellect and low Proficiency will be able to successful excise a bullet, but may take several attempts, with each failure potentially complicating the procedure and the recovery. A character with low Intellect and high Proficiency will take the most direct route toward the bullet, probably succeeding at their first attempt, but being ignorant to potential dangers, ie "blindly" cutting around the bullet without knowing what else might be in the proximity.
So to summarise, a medic with only Intellect will know there's an artery near where the bullet is lodged but has a chance they might nick it accidentally with unsteady hands. A medic with only Proficiency wont be aware of the artery until they cut it - but will also be able to skilfully recover their mistake.
Engineering
Engineering is the skill associated with manipulating items and their component parts to create new items with improved characteristics and/or versatility. A skilled engineer can also improvise technological solutions to overcome various obstacles. Intellect determines the end result, with higher Intellect better preserving the innate characteristics of the components. Ingenuity determines the rate at which a character gleans understanding through the study of objects, and Speed governs the rate at which the character can create, alter or improvise with items.</blockquote>
Street Smarts
Street Smarts are the skills no school will teach, but are nevertheless exceedingly useful, particular those unconcerned with moral restraint. A character with high Finesse can use their Street Smarts to go undetected, find ways to circumvent security measures and generally manipulate the environment to suit their needs.
<blockquote>Stealth
Stealth is the ability to go unseen throughout the gameworld and perform other actions in a clandestine manner. Perception governs their ability to read situations effectively - how well concealed they are, how alert any potential witnesses are, etc. Proficiency determines the degree of success of any concealed actions, from moving to interacting with objects. Ingenuity is the speed with which the character reacts to changing circumstances, and functions as a "safety net" when their skills otherwise fail them - the split second to duck back into cover of shadows as someone/thing is about to spot the character.
Artifice
Artifice encompasses a broad range of actions, including but not limited to - lockpicking, disguise, trap rigging, sabotage, and distraction. Perception is again the main determinant in providing effective situational data. Proficiency controls the success of chosen actions, and Luck can be used to "bend the rules" in the character's favour. In short, if a character wishes hard enough that a patrolling critter will inexplicably alter its routine and open up an opportunity for them, it may just happen.</blockquote>
Social Graces
Flashy repartee may not win fights, but it will win friends and influence people. Those well versed in Social Graces can utilise their Charm to garner popular support for their ideas and ideologies.
<blockquote>Coercion
Coercion is the skill of getting people to favour your point of view without actually explaining why they ought to. Charisma provides suggestive conversational options to get people on side. Countenance determines how favourably an NPC responds to the character's attempts at coercion, and Strength provides intimidative conversational options.
In effect, there are two ends of a spectrum at work here (suggestion/intimidation), and NPCs are not guaranteed to respond to extremes, even if the speaker is highly skilled. Also, it should be noted that a low Countenance won't make coercion impossible, as options that require a higher Charisma carry inherent bonuses to success. A low Charisma simply means the speaker must choose their words more carefully.
Persuasion
Persuasion is a slightly different means of achieving a similar end to Coercion, but focuses more on an argumentative style of debate. Charisma in this case provides reasonable sounding conversational options - though not necessarily logical ones. Countenance works in an identical fashion to Coercion, and Intellect provides solid and logical arguments.
Again, much like Coercion, Persuasion has two ends of a spectrum (pseudo-intellectualism/intellectualism), and NPCs respond in kind.</blockquote>
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So that's skills in a nutshell. Basically, there are distinct gameplay modes associated with combat, medicine, engineering, stealth/artifice and speech, and many of the skills associated are actions that can be performed within each gameplay mode. It may not necessarily be realistic, but a character can't toss an object to make a noise and sneak past a distracted observer unless they have the "Distraction" skill in the Artifice skill tree, and so forth.
However, Dialogue is a bit vague at the moment. I'm pretty sure I can deliver on a variety of options catering to various forms of conversation, but I'm a little unsure of how much I should be establishing skill trees and making dialogue much more gamist. For instance, would people be appalled to have a skill that allows them to say "Wait, that didn't come out right, what I meant to say is..." and function as a do-over with a penalty proportional to their lack of social skills? I personally prefer dialogue to remain fairly natural, but I'd also love to have a sprawling tree of dialogue skills that make one smooth talker vastly different from another.
So, thoughts?
_____
Overview
Skills are the bridge between the character's Primary_Stats and the gameworld - the way in which they interact and apply themselves to it. Skills start with a basic "root", from which stems a number of related disciplines, which vary from simple modifiers up to completely new actions. For instance, starting with the Firearms root, the character can develop their Accuracy, which awards them a better chance to hit targets. Or, they could tag Aimed Shots, which gives them the ability to specify shots at part of their target, such as the head, legs or arms of a human.
Skills are not derived from primary stats, but rather complement them. For example, a character with high Strength is not automatically afforded greater levels of Brawling Skills. A high Strength increases the odds of inflicting critical wounds if the attack hits successfully. A higher skill within the Brawling tree such as Accuracy will increase the likelihood of actually connecting, thereby making more frequent and predictable use of Strength.
Lastly, Skills are developed in two ways: Training and the recovery of Memories. More on these later.
Combat Arts
The Combat Arts are the brutal dance steps of destruction that will reinforce a character's belief that violence is the answer, by helping them attain victory in a fight. Brawn is the essential synergy to this knowledge.
<blockquote>Brawling
Brawling encompasses the practical skill of hand-to-hand combat, both with and without weapons. Strength is the determining factor in both the force of each blow, and the degree to which a character can wield cumbersome weaponry. Speed determines how fast a character acts within a certain time frame, and Fortitude is the main factor in the character's Stamina, which governs how long a character can prolong physical activities, especially hand-to-hand combat.
Firearms
The Firearms skill measures the character's ability to shoot ranged weaponry effectively. Strength determines the force of each attack through allowing better use of heavier weapons, and also reduces the accuracy penalties of recoil. Increased Speed permits faster actions, and Perception is a significant determining factor in base accuracy.</blockquote>
Applied Sciences
The Applied Sciences involve putting a character's Brains to good, practical use, by allowing them to use their superior knowledge toward healing the sick, exploiting or protecting physical weaknesses, or devising inventions for a variety of gameplay uses.
<blockquote>Medicine
Medicine is a skill encompassing the anatomical and physiological knowledge of living creatures, and is employed in both a healing context and an investigative context. A higher intellect represents a better memory and understanding of procedures, and therefore the degree of success. Ingenuity determines how quickly a character can perform medical procedures, and Proficiency is the major factor in calculating the side effects of a successful action.
To better explain the functional difference between Intellect and Proficiency - it is assumed the the player (and even the dumbest character) can understand fundamental physiology. If something is bleeding, it needs to be patched up. If there's a bullet lodged in somebody, it has to come out. Intellect is the know-how that bridges the gap between knowing that bullet has to come out and actually getting it out. There is also a certain foresight to the Intellectual medic - he is prepared to deal with mistakes.
Proficiency on the other hand, is the skill of the medic's hands. A well-versed surgeon who knows all procedures by the book, still may cause undue collateral damage through clumsy incisions and such. To that end, a character with high Intellect and low Proficiency will be able to successful excise a bullet, but may take several attempts, with each failure potentially complicating the procedure and the recovery. A character with low Intellect and high Proficiency will take the most direct route toward the bullet, probably succeeding at their first attempt, but being ignorant to potential dangers, ie "blindly" cutting around the bullet without knowing what else might be in the proximity.
So to summarise, a medic with only Intellect will know there's an artery near where the bullet is lodged but has a chance they might nick it accidentally with unsteady hands. A medic with only Proficiency wont be aware of the artery until they cut it - but will also be able to skilfully recover their mistake.
Engineering
Engineering is the skill associated with manipulating items and their component parts to create new items with improved characteristics and/or versatility. A skilled engineer can also improvise technological solutions to overcome various obstacles. Intellect determines the end result, with higher Intellect better preserving the innate characteristics of the components. Ingenuity determines the rate at which a character gleans understanding through the study of objects, and Speed governs the rate at which the character can create, alter or improvise with items.</blockquote>
Street Smarts
Street Smarts are the skills no school will teach, but are nevertheless exceedingly useful, particular those unconcerned with moral restraint. A character with high Finesse can use their Street Smarts to go undetected, find ways to circumvent security measures and generally manipulate the environment to suit their needs.
<blockquote>Stealth
Stealth is the ability to go unseen throughout the gameworld and perform other actions in a clandestine manner. Perception governs their ability to read situations effectively - how well concealed they are, how alert any potential witnesses are, etc. Proficiency determines the degree of success of any concealed actions, from moving to interacting with objects. Ingenuity is the speed with which the character reacts to changing circumstances, and functions as a "safety net" when their skills otherwise fail them - the split second to duck back into cover of shadows as someone/thing is about to spot the character.
Artifice
Artifice encompasses a broad range of actions, including but not limited to - lockpicking, disguise, trap rigging, sabotage, and distraction. Perception is again the main determinant in providing effective situational data. Proficiency controls the success of chosen actions, and Luck can be used to "bend the rules" in the character's favour. In short, if a character wishes hard enough that a patrolling critter will inexplicably alter its routine and open up an opportunity for them, it may just happen.</blockquote>
Social Graces
Flashy repartee may not win fights, but it will win friends and influence people. Those well versed in Social Graces can utilise their Charm to garner popular support for their ideas and ideologies.
<blockquote>Coercion
Coercion is the skill of getting people to favour your point of view without actually explaining why they ought to. Charisma provides suggestive conversational options to get people on side. Countenance determines how favourably an NPC responds to the character's attempts at coercion, and Strength provides intimidative conversational options.
In effect, there are two ends of a spectrum at work here (suggestion/intimidation), and NPCs are not guaranteed to respond to extremes, even if the speaker is highly skilled. Also, it should be noted that a low Countenance won't make coercion impossible, as options that require a higher Charisma carry inherent bonuses to success. A low Charisma simply means the speaker must choose their words more carefully.
Persuasion
Persuasion is a slightly different means of achieving a similar end to Coercion, but focuses more on an argumentative style of debate. Charisma in this case provides reasonable sounding conversational options - though not necessarily logical ones. Countenance works in an identical fashion to Coercion, and Intellect provides solid and logical arguments.
Again, much like Coercion, Persuasion has two ends of a spectrum (pseudo-intellectualism/intellectualism), and NPCs respond in kind.</blockquote>
_____
So that's skills in a nutshell. Basically, there are distinct gameplay modes associated with combat, medicine, engineering, stealth/artifice and speech, and many of the skills associated are actions that can be performed within each gameplay mode. It may not necessarily be realistic, but a character can't toss an object to make a noise and sneak past a distracted observer unless they have the "Distraction" skill in the Artifice skill tree, and so forth.
However, Dialogue is a bit vague at the moment. I'm pretty sure I can deliver on a variety of options catering to various forms of conversation, but I'm a little unsure of how much I should be establishing skill trees and making dialogue much more gamist. For instance, would people be appalled to have a skill that allows them to say "Wait, that didn't come out right, what I meant to say is..." and function as a do-over with a penalty proportional to their lack of social skills? I personally prefer dialogue to remain fairly natural, but I'd also love to have a sprawling tree of dialogue skills that make one smooth talker vastly different from another.
So, thoughts?