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 Jack-o-T and skill combinations
Author: Jack Holcomb (---.socket.net)
Date:   10-16-2002 15:45

Excellent ideas! This really does look considerably less clunky than the old DGP system, and far, far better than the Imperium Games system. I really like the alternatives for character generation, too. Thanks so much for this.

You don't mention that persistent fly in the ointment, Jack-o-T. Based on the system you've outlined here, I would just add Jack-o-T levels in on unskilled (and only unskilled) attempts, on top of the penalties you outline--so a character with Jack-o-T 1 would take a -1 for lack of a common skill and -3 for lack of a specialized skill. I wouldn't let Jack-o-T bonuses ever take DMs above 0, so Jack-o-T 4 or above would essentially mean the character has level 0 in every skill. A little messy, but I can live with it.

One question: when you double everything for skill combinations, should you not also double the number of dice (from two to four)? Otherwise such tasks become disproportionately difficult, even for highly skilled individuals. Take the second part of example two--the GM set the difficulty of the attempt at 7; it's a routine task. Usually that means that a character with basic training in a skill (one level) has about a 72% chance to succeed (there are 26 ways to roll a six or higher on 2d6, out of 36 total results). With a moderate level of skill (two levels) a character has about an 83% chance to succeed.

The character in the example has basic training in one skill (level 1) and moderate training in the other (level 2); logically, this character's chances should fall somewhere between 72% and 83% for a routine task, since that's where his skill places him. But as you write, he "rolls 2D+6 for a target of 14 or more." So he has to roll an 8 or better on 2D; this skilled and capable character therefore has about a 42% chance of performing this supposedly routine task. If you double the dice, then the character's odds wind up where they should be.

What's more, when you double the difficulty number, you essentially cut the bonus for high stats in half. Note that the character is receiving only half the usual benefit of his high intelligence in your example. You would have to double these DMs, too, for this to be consistent with the rest of your system.

An alternative would be to stay with the two dice system you outline, but give a +1 DM for each TWO full levels of a required second skill. It's a bit more coarse; the character in your example would get no benefit from Electronics (except no penalties for unskilled use). But it's almost as satisfying mathematically, and it doesn't require monkeying around with extra dice or multiplying anything.

Thanks for listening.

Jack Holcomb

 Topics Author  Date
 Jack-o-T and skill combinations  
Jack Holcomb 10-16-2002 15:45 
 RE: Jack-o-T and skill combinations  new
Paul Elliott 10-17-2002 11:45 
 RE: Jack-o-T and skill combinations  new
Jack Holcomb 10-17-2002 22:59 

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