If anyone has created a Parkour Skill, I'd like to see what you've done and see if it'd fit my games.
Thanks in advance!
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imo the skill is unneeded.GreenGhost wrote:Have any GMs out there created a Parkour Skill? I'm creating a group of super villains for HU, which I'll put up against the Characters and a Parkour Skill would really fit with them.
If anyone has created a Parkour Skill, I'd like to see what you've done and see if it'd fit my games.
Thanks in advance!
Damian Magecraft wrote:imo the skill is unneeded.GreenGhost wrote:Have any GMs out there created a Parkour Skill? I'm creating a group of super villains for HU, which I'll put up against the Characters and a Parkour Skill would really fit with them.
If anyone has created a Parkour Skill, I'd like to see what you've done and see if it'd fit my games.
Thanks in advance!
it would just be an application of the acrobatics and gymnastics skills as circumstances require.
Dead Boy wrote:All hail Jefffar... King of the Mods
Jefffar wrote:If Palladium had taken that approach we wouldn't have Acrobatics and Gymnastics (and Tumbling).
If you want a skill that is not Acrobatics or Gymnastics to represent Parkour, I'd say Tumbling from PFRPG book 3 is your go to.
Jefffar wrote:If Palladium had taken that approach we wouldn't have Acrobatics and Gymnastics (and Tumbling).
If you want a skill that is not Acrobatics or Gymnastics to represent Parkour, I'd say Tumbling from PFRPG book 3 is your go to.
Dead Boy wrote:All hail Jefffar... King of the Mods
glitterboy2098 wrote:when i created this skill (i called it freerunning though), i mainly focused on the special moves stuff.. how it allows you to scale walls and such.
my WIP version:
Freerunning: Freerunning is the art of crossing obstacles, so not to be slowed down when running. A freerunner has the ability to leap onto and jump off walls to reach high places or cross high walls, can jump from high heights and land running, run up and along vertical surfaces for short distances, and slide under or over obstacle to cross them without having to stop. Freerunning was created for urban movement, dealing with walls, fences, cars, and other such parts of the urban environment, but the principles can be applied to any obstacles, including natural ones like forests or rocky areas.
+1D4 SPD
+1 P.E.
+1 P.P.
Sense of Balance. 30% plus 5% Per Level
Wall scaling: A freerunner can use their momentum and leaping ability to run up vertical and near vertical surfaces for brief periods, to pass over obstacles or scale short walls. 30% plus 5% Per Level
Rebounding: a freerunner can use the local enviroment to jump high obstacles by bouncing off of walls and large items; and can land running, taking half damage and retaining momentum. 40% plus 5% per level
i'm still working on figuring out limits and penalties based on heights and stuff so it's less likely to be badly abused by players. i will probably tie it to the characters jump distance.
for use, you'd just roll the appropriate sub-skill for each challenging obstacle.
Zer0 Kay wrote:I just hate the IDE of having those type skills. When exactly do you use them? In the ones we have now do we roll it for each move? Do we roll it for the "difficult" moves? How do we determine "difficult" moves? Do we only roll it for the entire performance? If there is a series of 22 moves required to get through a field of laser sensors do we roll 22 times? Worse for Parkour/Free Running do we'd be rolling constantly or once for the "course" or does the GM arbitrarily decide there are x number of difficult maneuvers that will need to be rolled for?
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.
Alrik Vas wrote:Zer0 Kay wrote:I just hate the IDE of having those type skills. When exactly do you use them? In the ones we have now do we roll it for each move? Do we roll it for the "difficult" moves? How do we determine "difficult" moves? Do we only roll it for the entire performance? If there is a series of 22 moves required to get through a field of laser sensors do we roll 22 times? Worse for Parkour/Free Running do we'd be rolling constantly or once for the "course" or does the GM arbitrarily decide there are x number of difficult maneuvers that will need to be rolled for?
Really, all of your questions represent the different ways GMs handle the situation, as I'm sure you know. So I have a question for you in return. How would you do it?
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.
which is a feature not a bug of the system.Zer0 Kay wrote:Alrik Vas wrote:Zer0 Kay wrote:I just hate the IDE of having those type skills. When exactly do you use them? In the ones we have now do we roll it for each move? Do we roll it for the "difficult" moves? How do we determine "difficult" moves? Do we only roll it for the entire performance? If there is a series of 22 moves required to get through a field of laser sensors do we roll 22 times? Worse for Parkour/Free Running do we'd be rolling constantly or once for the "course" or does the GM arbitrarily decide there are x number of difficult maneuvers that will need to be rolled for?
Really, all of your questions represent the different ways GMs handle the situation, as I'm sure you know. So I have a question for you in return. How would you do it?
That is the issue. Like so many other rules there should be... Rules on how they're applied. I have at some point used all and more frequently than not skip the roll and allow the skill use if it advances the story, isn't ridiculous abuse of the skill and isn't combat related. In other cases if the player does something like "I bounce of the wall, run up the other wall and back flip onto the I-beam." Then Id have them roll for each item. If I say "well you can get over to the other side of the broken bridge by using your Free Running." Then I may only have them roll once or produce an "Arbitrary" number of times for the "difficult locations".
Jefffar wrote:Yes, if you want to make a fine enough distinction you can. But then we could have Knitting as a separate skill from Sewing too.
In game terms, Acrobatics, Gymnastics and Tumbling are close enough that they could be rolled into a single skill.
SpiritInterface wrote:Jefffar wrote:Yes, if you want to make a fine enough distinction you can. But then we could have Knitting as a separate skill from Sewing too.
In game terms, Acrobatics, Gymnastics and Tumbling are close enough that they could be rolled into a single skill.
The same could be said for all piloting...
Dead Boy wrote:All hail Jefffar... King of the Mods
Jefffar wrote:SpiritInterface wrote:Jefffar wrote:Yes, if you want to make a fine enough distinction you can. But then we could have Knitting as a separate skill from Sewing too.
In game terms, Acrobatics, Gymnastics and Tumbling are close enough that they could be rolled into a single skill.
The same could be said for all piloting...
Funnily enough, I considered using some of the piloting skill choices for such as well. The whole category could easily be shrunk into Pilot Ground Vehicles, Pilot Air Vehicles, Pilot Sea Vehicles and Pilot Space Vehicles.
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.
Alrik Vas wrote:There's no need to. That's the attitude that brought us the skill mess this game has, honestly. Though let me clarify that, realistically, piloting a motorboat doesn't give you the ability to sail. THIS IS ABSOLUTELY TRUE. Though, to be honest, you could say the skill encompasses both through a simple explanation of your character's background.
"I grew up sailing with my dad, he was in the navy and loved get on the water. When I grew up, I got into motor boat racing because I love me some speed."
BAM, 1 skill, 2 uses. Easily explained.
Zer0 Kay wrote:Alrik Vas wrote:There's no need to. That's the attitude that brought us the skill mess this game has, honestly. Though let me clarify that, realistically, piloting a motorboat doesn't give you the ability to sail. THIS IS ABSOLUTELY TRUE. Though, to be honest, you could say the skill encompasses both through a simple explanation of your character's background.
"I grew up sailing with my dad, he was in the navy and loved get on the water. When I grew up, I got into motor boat racing because I love me some speed."
BAM, 1 skill, 2 uses. Easily explained.
And BAM one skill two uses for one character background. What happens if my character learned how to pilot large ships in the navy but never learned how to pilot something with an outboard motor or a sail and rudder. Your single skill approach breaks down. The current skill mess handles varried skills very well. Minimal skills like most R. Talsorian or White Wolf titles streamline gameplay but also make for relatively flat characters only differing in their back stories.
Dead Boy wrote:All hail Jefffar... King of the Mods
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.
Jefffar wrote:Zer0 Kay wrote:Alrik Vas wrote:There's no need to. That's the attitude that brought us the skill mess this game has, honestly. Though let me clarify that, realistically, piloting a motorboat doesn't give you the ability to sail. THIS IS ABSOLUTELY TRUE. Though, to be honest, you could say the skill encompasses both through a simple explanation of your character's background.
"I grew up sailing with my dad, he was in the navy and loved get on the water. When I grew up, I got into motor boat racing because I love me some speed."
BAM, 1 skill, 2 uses. Easily explained.
And BAM one skill two uses for one character background. What happens if my character learned how to pilot large ships in the navy but never learned how to pilot something with an outboard motor or a sail and rudder. Your single skill approach breaks down. The current skill mess handles varried skills very well. Minimal skills like most R. Talsorian or White Wolf titles streamline gameplay but also make for relatively flat characters only differing in their back stories.
Add skill specializations.
ie: Character has Pilot Watercraft (base skill 35%) but has taken a specialty in Large Ships so is at +20% dealing with those. They would have to take another specialty in powerboats to be good with them.
Alrik Vas wrote:That I offered an explanation does not mean there is only one option.
Your GM can, if you so wish, limit you to piloting only one type of boat if that fits your background.
Yet I would have to wonder why you would want to, PC's being the doers of the RPG world and all. It doesn't make sense to be less capable.
Zer0 Kay wrote:Alrik Vas wrote:That I offered an explanation does not mean there is only one option.
Your GM can, if you so wish, limit you to piloting only one type of boat if that fits your background.
Yet I would have to wonder why you would want to, PC's being the doers of the RPG world and all. It doesn't make sense to be less capable.
It makes sense if you've already come up with a concept and aren't just trying to max everything out.
Damian Magecraft wrote:Zer0 Kay wrote:Alrik Vas wrote:That I offered an explanation does not mean there is only one option.
Your GM can, if you so wish, limit you to piloting only one type of boat if that fits your background.
Yet I would have to wonder why you would want to, PC's being the doers of the RPG world and all. It doesn't make sense to be less capable.
It makes sense if you've already come up with a concept and aren't just trying to max everything out.
but human nature is to grab as much as possible without getting called on it.
I am all for streamlining the skill system but there is such a thing as too few skills.
it is an uneasy balance to maintain...
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.
Alrik Vas wrote:If you know the material and have a mature understanding with your players, you aren't going to have issues with them sneaking powers in there. They should understand it's your call.
Mark Hall wrote:Y'all seem to assume that Palladium books are written with the same exacting precision with which they are analyzed. I think that is... ambitious.
Dead Boy wrote:All hail Jefffar... King of the Mods
Jefffar wrote:Any thoughts on Parkour (or at least skills) or shall we let this thread pass on?
on the subject of Parkour as a skill...Zer0 Kay wrote:Jefffar wrote:Any thoughts on Parkour (or at least skills) or shall we let this thread pass on?
I don't know when they switched to powers its almost as if someone posted in the wrong post.
If we are going to increase granularity in order to increase resolution then Parkour/Free Running should be a separate skill.
It should give a PS, PE and Spd bonus and maybe have a max wall height to traverse without a percentile roll and maybe a max number of rebounds before skill roll and both can increase per level and total distance traveled regulated by PE. But would changing surfaces be a roll to strike or a percentage roll? Modifiers being based off of distance to new surface.
Parkour is more different from Gymnastics and Acrobatics than they re from each other. Granted it is close to a combination of both plus running.
Damian Magecraft wrote:on the subject of Parkour as a skill...Zer0 Kay wrote:Jefffar wrote:Any thoughts on Parkour (or at least skills) or shall we let this thread pass on?
I don't know when they switched to powers its almost as if someone posted in the wrong post.
If we are going to increase granularity in order to increase resolution then Parkour/Free Running should be a separate skill.
It should give a PS, PE and Spd bonus and maybe have a max wall height to traverse without a percentile roll and maybe a max number of rebounds before skill roll and both can increase per level and total distance traveled regulated by PE. But would changing surfaces be a roll to strike or a percentage roll? Modifiers being based off of distance to new surface.
Parkour is more different from Gymnastics and Acrobatics than they re from each other. Granted it is close to a combination of both plus running.
lose the stat bonuses (if a player wants those that badly they can take the parent skills)but keep the rest.
Imo parkour and acrobatics and gymnastics are not that dissimilar. Parkour just includes a focus on environmental factors.
glitterboy2098 wrote:i think the stat bonuses i put in work fine. they don't really make it a "must have" skill, but they do help reflect the exercise the character gets learning the skill.
and yes i agree that there needs to be limits on things like distances using these techniques. though they need to be flexible since from all the footage i've seen of Freerunning/parkour, there is a fair difference between what the better skilled can do and what the less skilled can do.
so i'd say that you set a lower bound (say, twice the normal jump height), and then a penalty for attempting to exceed that (say, -10% for each jump height past that)
Zer0 Kay wrote:Damian Magecraft wrote:on the subject of Parkour as a skill...Zer0 Kay wrote:Jefffar wrote:Any thoughts on Parkour (or at least skills) or shall we let this thread pass on?
I don't know when they switched to powers its almost as if someone posted in the wrong post.
If we are going to increase granularity in order to increase resolution then Parkour/Free Running should be a separate skill.
It should give a PS, PE and Spd bonus and maybe have a max wall height to traverse without a percentile roll and maybe a max number of rebounds before skill roll and both can increase per level and total distance traveled regulated by PE. But would changing surfaces be a roll to strike or a percentage roll? Modifiers being based off of distance to new surface.
Parkour is more different from Gymnastics and Acrobatics than they re from each other. Granted it is close to a combination of both plus running.
lose the stat bonuses (if a player wants those that badly they can take the parent skills)but keep the rest.
Imo parkour and acrobatics and gymnastics are not that dissimilar. Parkour just includes a focus on environmental factors.
I have never seen a gymnast run up a wall. And neither gymnastics nor acrobatics has as much running. They aren't parent skills. All skills are I learned to do this, NOT that. Most skills are self contained, very rarely are prerequisites encountered. So Free Running should either be self contained like the new SCUBA or have prerequisites of Acrobatics and/or Gymnastics like SCUBA used to require swimming. Or maybe Free Running could be a free synergy skill for having Gymnastics, Acrobatics and Running.
Damian Magecraft wrote:Zer0 Kay wrote:Damian Magecraft wrote:on the subject of Parkour as a skill...Zer0 Kay wrote:Jefffar wrote:Any thoughts on Parkour (or at least skills) or shall we let this thread pass on?
I don't know when they switched to powers its almost as if someone posted in the wrong post.
If we are going to increase granularity in order to increase resolution then Parkour/Free Running should be a separate skill.
It should give a PS, PE and Spd bonus and maybe have a max wall height to traverse without a percentile roll and maybe a max number of rebounds before skill roll and both can increase per level and total distance traveled regulated by PE. But would changing surfaces be a roll to strike or a percentage roll? Modifiers being based off of distance to new surface.
Parkour is more different from Gymnastics and Acrobatics than they re from each other. Granted it is close to a combination of both plus running.
lose the stat bonuses (if a player wants those that badly they can take the parent skills)but keep the rest.
Imo parkour and acrobatics and gymnastics are not that dissimilar. Parkour just includes a focus on environmental factors.
I have never seen a gymnast run up a wall. And neither gymnastics nor acrobatics has as much running. They aren't parent skills. All skills are I learned to do this, NOT that. Most skills are self contained, very rarely are prerequisites encountered. So Free Running should either be self contained like the new SCUBA or have prerequisites of Acrobatics and/or Gymnastics like SCUBA used to require swimming. Or maybe Free Running could be a free synergy skill for having Gymnastics, Acrobatics and Running.
the wall running is an environmental "hazard" adaption.
watch a full gymnastics meet...
every skill displayed in parkour is demonstrated.
I have no issue with including Parkour/Freerunning as a new skill as long as it provides something new to the list. (which providing improved checks for environmental hazards does).
if all it does is provide bonuses and duplicate an existing skill/combo then it just looks to be making a skill to be making a skill or for min/maxing purposes.
Dead Boy wrote:All hail Jefffar... King of the Mods
Damian Magecraft wrote:"Wall running" = climb
Look, you convinced me the skill is justified.
But not if it provides an end run around existing restrictions.
No stat boosts that should be reserved for the larger skills (not every physical skill needs to provide a stat boost).
Have it grant a list of sub-skills (at lower bases than the "parent" skills) and a short list of additional bonuses for overcoming environmental hazards (the skills real strength).
Otherwise you run the risk of rendering Acrobatics and Gymnastics moot.
Jefffar wrote:To be honest, the stat bonuses of most physical skills could probably be trimmed and things like outdoorsmanship or manual labour turned into character background bonuses.
But that's a whole other topic.
I've seen gymnasts and acrobats run up walls or spring off them in the context of performing flips or repositioning themselves for their next tricks. Also, Jackie Chan was trained as an acrobat and a martial artist by people who had likely never heard of parkour, but I think he is probably the greatest example of what parkour is supposed to be capable of.
I'm still not convinced that Acrobatics, Gymnastics, Tumbling and a hypothetical Parkour should be separate skills. I'd much rather a D&D style approach where they are unified into one skill (Tumbling in that case) and synergies are made in combination with other skills (like Climb) to represent the diverse actions a character can accomplish. This makes for simpler character design, less out of control bonus grabbing, and more creative play.
Zer0 Kay wrote:Damian Magecraft wrote:"Wall running" = climb
Look, you convinced me the skill is justified.
But not if it provides an end run around existing restrictions.
No stat boosts that should be reserved for the larger skills (not every physical skill needs to provide a stat boost).
Have it grant a list of sub-skills (at lower bases than the "parent" skills) and a short list of additional bonuses for overcoming environmental hazards (the skills real strength).
Otherwise you run the risk of rendering Acrobatics and Gymnastics moot.
Hey no fair, you can not go IRL in one post and then IG in the next. Can't claim IRL if you watch a whole gymnastics meet I'll see All of the skills used in Free Running and then she I retort that IRL gymnastics does not include the skill, your response is that in game gymnastics does have climb as if that saves your statement that a gymnastics match IRL doesn't teach the exercise.
What do you mean about end run around existing restrictions?
I disagree, all physical training SHOULD include stat bonuses, otherwise it is just training, but then again I think some of the scholastic skills should provide I.Q., M.E., M.A. Bonuses, but that is just me. I agree about the skills being lesser than the "parent" skills with exceptional bonuses in new parkour/free run only stuff. Except, it should add synergistic bonuses to gymnastics and or acrobatics as each should do to each other as well. Making it beneficial to have all three rather than making any one subsume the others.