OSR planning: skills 

I don't want a heavy skill system, but also don't want high magic replacing skills as in B/X. Also no clerics and mages are "locked" at the start of the game.

Possible solution is more classes with thief-like skills. A healer class that is best as a retainer; no instant healing, but accelerated natural healing. In the field, it could treat some critical injuries to prevent bleeding out or splint limbs to assist safe evacuations...

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OSR planning: skills 

This dovetails with my idea of replacing instant death at 0hp with a critical injury table (which could also cause death or encourage immediate retirement). The critical injury table would also show up for massive damage and maybe failed saves.

OSR planning: skills 

Otherwise, skill rolls should be rare, and "can I do this?" will be situational, informed by character history and previous professions, if any. (The starting adventure is a 0th-level funnel that turns ordinary villagers into adventurers, so the PCs were are normal people.)

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re: OSR planning: skills 

@gdorn Dark Dungeons made generic skills that are basically Non-Weapon Proficiencies from AD&D 2e. Each character gets 4 points to spend each level in those skills.
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re: OSR planning: skills 

@Provinto That's basically the 3.5 skill system, which is exactly what I'm trying to get away from. I specifically don't want Lore skills.

I'm thinking something closer to LoFP with more types of Specialist classes.

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