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 Post subject: A few questions about skills
PostPosted: Mon Nov 05, 2012 11:34 am 
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Ill-Fated Peasant

Joined: Mon Nov 05, 2012 11:19 am
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Hello everyone! I've been looking into a new rp to run for my gaming group and I really like DCC. I just was wondering how do skills work? By that I mean is there a skills mechanic like in pathfinder or dnd 3.5? It would be great if someone could clarify this for me


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 Post subject: Re: A few questions about skills
PostPosted: Mon Nov 05, 2012 7:10 pm 
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Well, keep in mind that the skills "chapter" is only four pages long, and two of those four pages are black or artwork. Not much to work with here. :lol:

There really isn't a true "skill list" but instead the DM is encouraged to interpret the situation and choose an appropriate stat that seems to fit the task that a character is trying to accomplish.

Basically you roll a d20 to beat a difficulty number (regular checks) or the roll of the other guy (opposed check).

That's about it, really.

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ADRP Since 1993, OD&D player since 1975

"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson


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 Post subject: Re: A few questions about skills
PostPosted: Mon Nov 05, 2012 7:30 pm 
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finarvyn wrote:
That's about it, really.

...well.... it's also supposed to be influenced by your pre-adventuring occupation.

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Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11.
Playing RPGs since 1977 • Quasi-occasional member of the Legion of 8th-Level Fighters - Holds the power to play gnomes at will!

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General Yoros, Warrior, Str 13, Agl 8 (10), Stm 17, Per 13, Int 11, Lck 8; Law, HP 39, AC 17, R+2, F+4, W+2, band/shld, warhammer, longsword, longbow, pitchfork

Han Dee, (Weaver) Neutral Thief, Str 10, Agi 13, Stm 11, Per 11, Int 15, Lck 14, AC 13 (Leather), HP 25, Luck Die d6, Backstab 3, Sneak Silently 10, Hide In Shadows 9, Pick Pocket 10, Climb Sheer 10, Pick Lock 9, Find Trap 9, Disable Trap 9, Forge Doc 10, Disguise 3, Read Lang 5, Handle Poison 3, Cast Scroll d14+2, birth augur (Born under the loom) +1 to all skill checks (including thief skills), Banepicks (auto pick lock/disable trap, but lose 1d3 random ability loss, if a 3 then 1 pt is perm)


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 Post subject: Re: A few questions about skills
PostPosted: Mon Nov 05, 2012 7:53 pm 
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Ill-Fated Peasant

Joined: Mon Nov 05, 2012 11:19 am
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Thanks


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 Post subject: Re: A few questions about skills
PostPosted: Wed Nov 07, 2012 5:28 am 
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GnomeBoy wrote:
finarvyn wrote:
That's about it, really.
...well.... it's also supposed to be influenced by your pre-adventuring occupation.
Okay, so my "about it" was lacking a little. :lol:

Either way, skills are quick and easy to run!

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Marv / Finarvyn
DCC Minister of Propaganda; Deputized 6/8/11
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DCC RPG playtester 2011, C&C playtester 2003,T&T since 2003,
ADRP Since 1993, OD&D player since 1975

"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson


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 Post subject: Re: A few questions about skills
PostPosted: Fri Nov 09, 2012 3:04 pm 
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Steely-Eyed Heathen-Slayer
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Joined: Wed Jul 04, 2012 2:23 pm
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OKay, as a newbie, I'll add a bit to this experienced player's reply.

Each PC starts with a basic occupation. This will influence your PC's training.

Skill rolls are either untrained (1d10 + stat bonus) or trained (1d20 + stat bonus). The training depends on whether the DM and player feel that the PC's occupation could be related to the task at hand. (Presumably, the character's class could also be used for this same purpose. A warrior might be good to evaluate the quality of a weapon, for example, but I don't recall the rules saying so). The stat bonus is whatever among the six basic stats, that the judge feels should be used. If what the PC is doing is based on, say, intelligence, then that particular skill roll gets the INT Bonus.

My impression: this skill system is brilliant by its simplicity.

The only question that came up in my short gaming experience, is when to do an ability check (1d20) where the 1d10 vs 1d20 question doesn't come up; and when to have a skill roll where the 1d10 vs 1d20 question comes up. For example, if the fighter wishes to sprint to the other side of a clearing, do you do a STR check (1d20 + STR) or an untrained skill roll (1d10 + STR)? Likewise, if he wants to break a locked door down?

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Brother Sufferus, level 4 cleric, STR 13 (+1) AGI 15 (+1) STA 11 PER 13 (+1) INT 10 LUCK 9, AC: 11 (13 if wounded, 15 if down to half hit points), Refl: +3 Fort: +2 Will: +3, chaotic, Robe of the Faith, Scourge of the Maimed One, Darts of Pain.


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 Post subject: Re: A few questions about skills
PostPosted: Fri Nov 09, 2012 3:46 pm 
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Thanks for your addition, Skyscraper. When I re-read my post I realized I was kind of vague and you filled in the details of how the mechanic works, which my post was sadly lacking.
Skyscraper wrote:
The only question that came up in my short gaming experience, is when to do an ability check (1d20) where the 1d10 vs 1d20 question doesn't come up; and when to have a skill roll where the 1d10 vs 1d20 question comes up. For example, if the fighter wishes to sprint to the other side of a clearing, do you do a STR check (1d20 + STR) or an untrained skill roll (1d10 + STR)? Likewise, if he wants to break a locked door down?
I like to think that specific trumps general. If a person has a specific sprinting ability that would become the default, but without such we would default to a STR check. In other words, abilities gained through background profession can actually be useful if the situation merits.

In general I don't do much with skills and typically default to stat checks. One thing I tinkered with was the notion that a player could pick 3 advantages or things he does well and it would be a lot like having 3 skills per character. They could pick anything from a 3E rules set or whatever, but then I would allow them to have a bonus to their roll if those skills were useful in the adventure. One warning, however, is to be sure that players can't pick combat bonuses or other abilites which might prove to be too advantageous. (We all know that players are clever, however, and sometimes they out-think how they can use a skill which seems pretty tame at first. Darned clever players! :lol: )

_________________
Marv / Finarvyn
DCC Minister of Propaganda; Deputized 6/8/11
Image
DCC RPG playtester 2011, C&C playtester 2003,T&T since 2003,
ADRP Since 1993, OD&D player since 1975

"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson


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 Post subject: Re: A few questions about skills
PostPosted: Fri Nov 09, 2012 3:46 pm 
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Cold-Hearted Immortal
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Joined: Fri Jun 26, 2009 5:42 am
Posts: 2198
Location: Chicago suburbs
Thanks for your addition, Skyscraper. When I re-read my post I realized I was kind of vague and you filled in the details of how the mechanic works, which my post was sadly lacking.
Skyscraper wrote:
The only question that came up in my short gaming experience, is when to do an ability check (1d20) where the 1d10 vs 1d20 question doesn't come up; and when to have a skill roll where the 1d10 vs 1d20 question comes up. For example, if the fighter wishes to sprint to the other side of a clearing, do you do a STR check (1d20 + STR) or an untrained skill roll (1d10 + STR)? Likewise, if he wants to break a locked door down?
I like to think that specific trumps general. If a person has a specific sprinting ability that would become the default, but without such we would default to a STR check. In other words, abilities gained through background profession can actually be useful if the situation merits.

In general I don't do much with skills and typically default to stat checks. One thing I tinkered with was the notion that a player could pick 3 advantages or things he does well and it would be a lot like having 3 skills per character. They could pick anything from a 3E rules set or whatever, but then I would allow them to have a bonus to their roll if those skills were useful in the adventure. One warning, however, is to be sure that players can't pick combat bonuses or other abilites which might prove to be too advantageous. (We all know that players are clever, however, and sometimes they out-think how they can use a skill which seems pretty tame at first. Darned clever players! :lol: )

_________________
Marv / Finarvyn
DCC Minister of Propaganda; Deputized 6/8/11
Image
DCC RPG playtester 2011, C&C playtester 2003,T&T since 2003,
ADRP Since 1993, OD&D player since 1975

"The worthy GM never purposely kills players' PCs, He presents opportunities for the rash and unthinking players to do that all on their own."
-- Gary Gygax
"Don't ask me what you need to hit. Just roll the die and I will let you know!"
-- Dave Arneson


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