Choices
Seems like there are three basic choice areas in build:
- Attributes
- Skills
- Abilities
In 3e parlance, attributes are ability scores, skills are skills, and abilities are spells or feats.
In traditional systems, you add 1d20 + attr + skill mod (true even in 5e, to an extent). This makes the skill choice feel impactful to your numbers.
In 3e/5e, ability choice is not affected by skills; your chosen spells only interact with magic numbers like spellcasting ability and saving throws.
- 3e
- Numbers are determined by attribute and skill choices
- Attribute and skill choices are fairly free
- Ability choice is determined largely by class, but some freedom (i.e. feats)
- Abilities are chosen at the lowest level of atomicity (feat/spell)
- 5e
- Numbers are determined by attribute and skill choices
- Attribute and skill choices are very constricted (very few choices after 1st level)
- Abilities are granted entirely by class (unless variant rules are used)
- Abilities are chosen at the lowest level of atomicity (feat/spell)
- 6
- Numbers are determined by attribute and skill choices
- Attribute and skill choices are somewhat free (attrs B, mundane skills A+, magical skills F (100% class)))
- Ability choice is determined largely by class, but some freedom (i.e. feats)
- Abilities are chosen at the lowest level of atomicity (feat/spell/maneuver/etc)
- 7.7
- Numbers are determined by attribute and skill choices
- Attribute and skill choices are maximally free (based on BP)
- Magic abilities are automatic based on skill choice; feats also exist (clunky)
- Abilities are chosen at the lowest level of atomicity (feat/spell), although spells are "beefier" than other systems
- 7.8
- Numbers are determined by attribute and skill choices
- Attribute and skill choices are very free (based on progression chart)
- Magic abilities are automatic based on skill choice (discipline-level); feats also exist (clunky)
- Magical abilities are chosen at the discipline level (one level up from spell). Mundane abilities are chosen at the lowest level (feat).
- 5eA
- Numbers are determined by attribute and skill choices
- Attribute and skill choices are very constricted (very few choices after 1st level, except certain classes)
- Abilities are granted entirely by class (unless variant rules are used)
- Abilities are chosen at the lowest level of atomicity (feat/spell)
There's a definite tendency toward abilities being chosen at the lowest atomicity level. Dunno if that's good or bad--but I've never heard a wizard complain.
Another tendency is that Skills tend to take over for classes as the choice gate for abilities when the latter is absent. Is there any reason not to do this when classless, or to do this even when there are classes? Is there ever a reason to have skills be a choice gate and not a numeric modifier for abilities, or vice versa?
In class-based systems, skills are largely vestigial, and prime to be replaced by Moves (a la PbtA). In classless, they seem essential still, at least as ability gates (but maybe for numbers too?). In System 7, the power skills also seemed to buoy the mundane skills, giving them a parallel gating structure (skill > maneuver, parallel to skill > power) and a consistent numeric system.
Really, this whole thing seems like a referendum on the move from 7.8 to 5eA (and it's various abortive successors). Was it worth it? What even were the goals?
- Achieve numeric parity with 5e: probably worth it (grants use of a vast array of resources)
- Attract 5e players: depends on circumstance
- Bring back classes: debatable
Are classes worth bringing back? Let's assume that I create an awesome, perfect list of classes for every setting and game we play. We'd still have the problem that, in class-based systems, we don't need skills to provide powers (and maybe not even maneuvers), so we need to dump Skills. But without Skills, we don't really have core mechanics for...pretty much anything. Thus, we leave the door open for wacky magic numbers. 5eA tried to patch this, but while the result technically works, it's uninspiring.
But then again, don't they provide interesting guidelines for creating compelling content? The problem with the universal power list is, even if we assume that it's done and perfect, it removes any identity once possessed by druids, warlocks, etc. Everything is just a power. And yet, it's still too magic-flavored--it doesn't make much sense for psions in space, or vampires in London, or Armor Jockeys any time of day. The UPL is, by definition, all-inclusive, while classes are specific to a particular vision. Even 5e allows alternate classes, and plenty of folk play them with glee.
Can skills survive the return of classes, though? Perhaps, with the help of Moves. But it's clear that once classes return, they get to control all choice gating...which brings back the problem of how to determine mechanics.
Maybe there's a compromise: let's not have classes, but rather treat Skills the way we normally treat Classes. That is:
- The skill list is unbounded (although there is a list of core skills that everyone has, similar to the core moves in PbtA)
- All skills beyond core are roughly equal in power and specialness (and possibly equally superior to core skills)
- All skills work the same way numerically speaking (one ability score assigned)
- All skills work the same way in terms of choice gating (allows access to a list of maneuvers/spells/etc that have to be purchased in some manner)
- Skills should represent an area of power with a clear flavor (e.g. Necromancy, Ninjitsu, Armortech, Channeling, Fire Magic)
Undecided:
- Should skill proficiency/expertise/etc cost the same currency as the abilities the skills are gating?
- Consider that the load-bearing mechanic allowing Vi to exist in the same system as wizards is that Attributes cost the same currency as Abilities. Skills are kind of a sideline issue.
- Then again, it might be interesting to require a certain investiture in a skill to "level it up" to its "higher level" uses, similar to multiclassing into a new class (i.e. a fighter 19 can't just take 1 level of wizard and start casting Wish and Time Stop)
- Separation of experience, talent, and raw power should be achieved by using different mechanics for Mana, damage, and ability choice / skill level
Quick stab:
- Magic Use is an Int skill, handles targeting, sets DCs, crit range, etc
- Damage and Willpower are Cha based
- Mana is Wis based (if not numeric, still Wis based to avoid progress down a condition track)
???
The bigger question right now is: should there be 3 levels of
Attributes | Skills | Abilities | |
---|---|---|---|
Numbers? | Yes | Yes1 | No |
Choice Gating | Rarely | When classless2 | n/a |
Atomicity | n/a |
Putting it all together (maybe)
So we've got:
- Power/maneuver/feat level is the best atomicity level
- Skills instead of classes?
- Some people want simple builds, others want complex