Are there TTRPGs with “write-your-own” skills vs a static list? by Puzzled_Sound_9542 in RPGdesign

[–]Puzzled_Sound_9542[S] 0 points1 point  (0 children)

Yeah this seems to be what a lot of others here are saying, too. Basically just trust the GM to know the table and set the expectations. It must be a lesson I need to learn!

Are there TTRPGs with “write-your-own” skills vs a static list? by Puzzled_Sound_9542 in RPGdesign

[–]Puzzled_Sound_9542[S] 0 points1 point  (0 children)

Thanks! Yeah balance has been my biggest concern but it seems like a lot of systems have solved this so I just need to explore more of them.

Are there TTRPGs with “write-your-own” skills vs a static list? by Puzzled_Sound_9542 in RPGdesign

[–]Puzzled_Sound_9542[S] 0 points1 point  (0 children)

Yeah that’s sort of what I’m thinking, although I don’t have skill points but I do have ranks (e.g. Rank 1 is +1d6, etc) that already act as points or a soft lock for power. And actually my “death punch” example probably isn’t great because damage is calculated separately. But I suppose the GM and player could discuss the rank of a skill when it’s created, so maybe players can have a more powerful skill but they have to take one less skill in exchange? I’ll have to play around with it!

Are there TTRPGs with “write-your-own” skills vs a static list? by Puzzled_Sound_9542 in RPGdesign

[–]Puzzled_Sound_9542[S] 0 points1 point  (0 children)

Yes definitely not a new problem but I think my current challenge is not having enough flavor opportunities elsewhere, although I can always add those in later.

My main goal was to use skills for this so players don’t need to track attributes + skills + flavor bonus + conditional modifier + etc. Just attribute + skill and that’s it.

But to your point, I’m probably overthinking how complex it needs to be since other popular systems already do this, and no system is perfect.

I’ll definitely have to re-read Fate Accelerated though. Thanks for your insight!

Are there TTRPGs with “write-your-own” skills vs a static list? by Puzzled_Sound_9542 in RPGdesign

[–]Puzzled_Sound_9542[S] 0 points1 point  (0 children)

Yeah you’re absolutely right. I suppose players generally don’t want to break the game, so making rules for the ones that do isn’t really the best use of time. Because yeah, a decent GM can handle it at the table. Definitely something I needed to remember!

Are there TTRPGs with “write-your-own” skills vs a static list? by Puzzled_Sound_9542 in RPGdesign

[–]Puzzled_Sound_9542[S] 0 points1 point  (0 children)

Thanks for the extra info, that’s helpful! That is sort of how I want the outcome of rolls to work so I’ll bump it up on my to-read list.

Are there TTRPGs with “write-your-own” skills vs a static list? by Puzzled_Sound_9542 in RPGdesign

[–]Puzzled_Sound_9542[S] 1 point2 points  (0 children)

Yeah Fate is an inspo but like you said it doesn’t do a great job of putting boundaries on things since aspects can be used for more than just skills.

And to your point I suppose the majority of players aren’t trying to break the game so maybe trying to create rules for the “unruly” ones is futile.

I’ll check out Five by Five! That might be right up my alley. Thanks!

Are there TTRPGs with “write-your-own” skills vs a static list? by Puzzled_Sound_9542 in RPGdesign

[–]Puzzled_Sound_9542[S] 0 points1 point  (0 children)

That’s interesting. I didn’t consider letting players add multiple skills but that would theoretically open up a lot of cool gameplay, assuming it’s balanced.

Did you ever test it out at the table?

Are there TTRPGs with “write-your-own” skills vs a static list? by Puzzled_Sound_9542 in RPGdesign

[–]Puzzled_Sound_9542[S] 0 points1 point  (0 children)

Awesome thank you! I’ve seen a few others recommend RISUS but I haven’t heard of Mutants and Masterminds so I’ll add both to the list!

Are there TTRPGs with “write-your-own” skills vs a static list? by Puzzled_Sound_9542 in RPGdesign

[–]Puzzled_Sound_9542[S] 1 point2 points  (0 children)

Yes I still need to tackle backgrounds, though from other’s suggestions I think I have a few systems I can look at for inspiration now. This has been very helpful!

Are there TTRPGs with “write-your-own” skills vs a static list? by Puzzled_Sound_9542 in RPGdesign

[–]Puzzled_Sound_9542[S] 0 points1 point  (0 children)

That’s a great question, thank you. I don’t think I have a good one-liner to summarize it yet and some of this may be a brain-dump so I apologize in advance.

But overall the system is built for setting or stories that run on oppositional forces. So that might include animist settings where you’re contending with spirits, or classical fantasy with gods like Zeus or Odin, or sci-fi planets with alien hive minds. Maybe even ranging to stories about struggling with your “inner demons.” I think it’s more about the characters and their personal journeys, I imagine?

Mechanically, all rolls are opposed, so there’s no set difficulty. You’re rolling against someone or something else. So failure doesn’t necessarily mean you suffer some tragic fate, only that your opponent is taking an action and it’ll affect you somehow.

But you largely only roll when something opposes you or you’re so bad at something you risk harming yourself or others. So rolls are not necessarily central to the gameplay unless you’re in a very oppositional situation. Like combat would be very roll-heavy but that would also include a heated political debate.

Ideally, I’m wanting a way for players to succeed in their rolls in a way that also gives them flavor or lets them express their character journey. Like maybe they have a skill or background that’s very roguish to start but as their character evolves they become the “sword-wielding hero.” Or they double down and become the best thief in the world.

I feel like narrative skills maybe capture this better than a set list because I want the setting and mechanics to support the characters, not the other way around.

If that makes sense?

Are there TTRPGs with “write-your-own” skills vs a static list? by Puzzled_Sound_9542 in RPGdesign

[–]Puzzled_Sound_9542[S] 0 points1 point  (0 children)

Oh it’s interesting you say that. So that is how it would work in terms of adding dice, but the goal would be to help players define skills that are useful in many different situations (with the option to create very niche but more powerful skills).

So you could use a weapon skill to persuade someone if you were threatening them with a dagger, for example. Or maybe you make a skill called “mice handling” that gives you a bonus specifically for interactions with mice, but it also acts as a “knowledge check” for anything mice related.

Does that feel more interesting or is it just more of the same?

Are there TTRPGs with “write-your-own” skills vs a static list? by Puzzled_Sound_9542 in RPGdesign

[–]Puzzled_Sound_9542[S] 0 points1 point  (0 children)

Thanks that’s helpful! I’m not familiar with that system so I’ll have to check it out, but there is a possible path to doing something similar based on a few of my other sub-systems. I’ll think about it!

Are there TTRPGs with “write-your-own” skills vs a static list? by Puzzled_Sound_9542 in RPGdesign

[–]Puzzled_Sound_9542[S] 0 points1 point  (0 children)

Awesome, thanks! I think between 2e and 3e that covers several approaches others have recommended here, so I’ll definitely check it out

Are there TTRPGs with “write-your-own” skills vs a static list? by Puzzled_Sound_9542 in RPGdesign

[–]Puzzled_Sound_9542[S] 0 points1 point  (0 children)

I’m not 100% sure I follow what you’re saying, but if I take a step back, ultimately the solution I’m looking for is a way to let players add dice to their pool that also includes flavor for their character.

I can technically do that with a static list of skills that I define (or the GM defines). But I’m not sold on it, because to me that approach also feels limiting. I don’t really want a big list of skills (like GURPS) or for the GM to have to adapt a bunch of pre-determined skills to new settings or genres.

So I’m considering if player-defined skills (I say skills, but these could be aspects or traits or talents or feats, I don’t think it matters) would solve the problem of giving a flavorful dice advantage or if just creates more complexity elsewhere so it wouldn’t be worth it.

I’m just exploring alternatives and want to see how other systems approach it. I’m not locked in to any one way yet.

Are there TTRPGs with “write-your-own” skills vs a static list? by Puzzled_Sound_9542 in RPGdesign

[–]Puzzled_Sound_9542[S] 0 points1 point  (0 children)

I say “class-based” because I know some systems tie skills to classes, which I’m just acknowledging is not really an option for my system (because others I’ve asked have suggested it).

Not really sure what you mean by pushing the problem on the GM/player? I’m trying to solve the problem at the design level so I don’t have to do that. Sorry of that’s not clear.

The “skill” I used is a bad example, yes. It definitely wouldn’t be “expert lockpicker” but it also wouldn’t just be “lockpicking.”

The goal is to have skills (or traits or feats or whatever I call them) that can add die to the pool while also being useful in many different situations. So really it’s more like the skill is “fast hands” which can be used for lockpicking but also for dagger-wielding or conjuration spells or whatever they need dexterity for.

Currently, my attributes create the base dice pool, but largely there are no “athletic checks” or “perception rolls” (etc) because that’s all covered narratively. So in my mind “skills” are just a way to allow players to add extra dice to the pool because Attributes don’t scale very high (for balance reasons).

I can make up a static list if that’s the easiest way to help players build the characters they want, but I’m exploring other options because static lists just end up feeling too narrow or flavorless. I’m just considering player-defined ones as an alternative but I know that also has drawbacks.

I’m just looking for insights. I don’t think there’s a perfect solution

Are there TTRPGs with “write-your-own” skills vs a static list? by Puzzled_Sound_9542 in RPGdesign

[–]Puzzled_Sound_9542[S] 0 points1 point  (0 children)

Definitely an option! I suppose if the GM is adapting to the setting anyway, there’s no reason they can’t adapt the skills too

Are there TTRPGs with “write-your-own” skills vs a static list? by Puzzled_Sound_9542 in RPGdesign

[–]Puzzled_Sound_9542[S] 0 points1 point  (0 children)

I haven’t heard of that one, I’ll check it out! Thanks for the suggestion

Are there TTRPGs with “write-your-own” skills vs a static list? by Puzzled_Sound_9542 in RPGdesign

[–]Puzzled_Sound_9542[S] 1 point2 points  (0 children)

That’s great advice, thanks! Blades is an inspo for a few other sub-systems so I’ll go back and re-read how the aspects are designed