Phoenix - Skill Mechanism

Alex Koponen akoponen at MOSQUITONET.COM
Fri Oct 17 18:37:31 CEST 2003


An incompletely worked up thought re skill mechanism is:

One possibility for a combat/magic/skill mechanism for P&P is to use the
Combat Table.
OCV-DCV or MEL-? or 0 plus or minus situational modifiers (particularly
time) determines which line to use. Note that many skills (example
musician) do not allow extra time.

The roll is then modified by:
- offensive EL, + defensive EL
or
- magic spell EL, + defensive MDV
or
- skill EL, + Cost to Learn (if unlearned).

All skills (except Carrying) would use (abilities) / (5 x # of abilities).
This might even apply to spell skills with formula of (Prime Requisite +
MEL)/10 for max.*
Sufficient resources (example: well equipped shop) could modify EL by up
to ?.

Perhaps shields would modify DCV (towards shield facing)?
Missiles continue to use set range-based OCVs.
[Perhaps firer's CEL could offset defender's dodge + CEL]?

Naturally(?) aspected mana  fields and spells such as Purification might
modify which line to use for certain spells, rather than acting as EL.

*This suggests an optional rule of adding CEL as an ability to the max
level formula for all combat skills. Thus combat skills would have
(abilities + CEL) / (5 x (# of abilities + 1)).

--------------------------------------------------------------
Another possibility is to work on getting rid of this divide by five
business and have skills ranging up to 100+. Lots of other games already
do this.
Skills might then have a formula for max level of (total abilities)/(# of
abilities / 2)? CEL and MEL may be added to the formula as another ability
if appropriate.



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