Education Points For Skills
Posted: Wed Oct 07, 2015 5:40 pm
Has anyone looked into replacing the current skill selection systems with a point-based one? I've been sick of the cookie-cutter OCC system for a long time now, and while the skill program system from HU is an improvement, it doesn't allow for as much customization as I would like to see. I have a rough idea of what I'd like to use, but I don't have a clue for fleshing it out more. My basic ideas are as follows:
Base education points are determined by IQ. I realize that some people feel that skills should be tied to attributes more than they currently are, which is fine. I feel that way as well. Learning how to do something though should always be based of off your IQ.
Base points are then modified by education levels, social status, and/or cultural backgrounds. So someone in the HU setting getting a BA has their ed points multiplied by 2 or 3 or whatever, whereas someone from the Timero kingdom in PFRPG might have no modifier, or even a loss due to lack of education, money, societal pressures, or whatever.
Each OCC still gets free skills (I'm thinking 5-10) that are taught to everyone with that OCC. So for example Ley Line Walkers might all get trained in Magic Lore, Demon & Monster Lore, Fairy Lore, Dragonese, and Literacy. Your basic CS soldier gets trained in WP Energy Rifle, First Aid, Basic Radio, Military Etiquite, and HtH Expert (Advanced soldiers get those, plus piloting skills, mechanical skills, or medical skills. All depends on what MOS they take). A thief gets Prowl, Pick Pockets, Pick Locks, Safecracking, and Streetwise. All of these skills are in addition to the skills you would get from your ed points.
Learning a skill outside of your OCC or education level can be done, but at a penalty. So for example your mage could learn how to pilot a robot, but at twice the required ed points. A high school dropout could learn to be a MD, but that costs him four times the points (plus the requirements for that skill). This should allow for some freedom with deciding how you want your character to develop, but at the same time restrict you from being able to munchkinize your character away from how a class was originally conceived. (I think that's what I want to say. This is one of the spots I'm getting a roadblock at.)
RCCs, that are truly RCCs and not "ThisisanewspeciesImadeandI'mjustcallingitanRCCeventhoughImeanspeciesbecauseittakeslesstimeandprinterinktosayRCCthanitdoesspeciesandhere'swhatskillsmostofthemhavebutI'mnotgoingtoclarifythattheycanbeOCCsaswellbecauseoftime&money" will not be changed at all. The RCCs that are not truly RCCs can then be clarified for what their social and cultural backgrounds are so you can figure out what their ed points are, and also be given a template as to what skills most tend to have.
After that I have no idea where to go. Should all skills cost a single ed point? Should some cost way more than others? This is kind of why I'm asking if anyone has looked into this idea already.
Base education points are determined by IQ. I realize that some people feel that skills should be tied to attributes more than they currently are, which is fine. I feel that way as well. Learning how to do something though should always be based of off your IQ.
Base points are then modified by education levels, social status, and/or cultural backgrounds. So someone in the HU setting getting a BA has their ed points multiplied by 2 or 3 or whatever, whereas someone from the Timero kingdom in PFRPG might have no modifier, or even a loss due to lack of education, money, societal pressures, or whatever.
Each OCC still gets free skills (I'm thinking 5-10) that are taught to everyone with that OCC. So for example Ley Line Walkers might all get trained in Magic Lore, Demon & Monster Lore, Fairy Lore, Dragonese, and Literacy. Your basic CS soldier gets trained in WP Energy Rifle, First Aid, Basic Radio, Military Etiquite, and HtH Expert (Advanced soldiers get those, plus piloting skills, mechanical skills, or medical skills. All depends on what MOS they take). A thief gets Prowl, Pick Pockets, Pick Locks, Safecracking, and Streetwise. All of these skills are in addition to the skills you would get from your ed points.
Learning a skill outside of your OCC or education level can be done, but at a penalty. So for example your mage could learn how to pilot a robot, but at twice the required ed points. A high school dropout could learn to be a MD, but that costs him four times the points (plus the requirements for that skill). This should allow for some freedom with deciding how you want your character to develop, but at the same time restrict you from being able to munchkinize your character away from how a class was originally conceived. (I think that's what I want to say. This is one of the spots I'm getting a roadblock at.)
RCCs, that are truly RCCs and not "ThisisanewspeciesImadeandI'mjustcallingitanRCCeventhoughImeanspeciesbecauseittakeslesstimeandprinterinktosayRCCthanitdoesspeciesandhere'swhatskillsmostofthemhavebutI'mnotgoingtoclarifythattheycanbeOCCsaswellbecauseoftime&money" will not be changed at all. The RCCs that are not truly RCCs can then be clarified for what their social and cultural backgrounds are so you can figure out what their ed points are, and also be given a template as to what skills most tend to have.
After that I have no idea where to go. Should all skills cost a single ed point? Should some cost way more than others? This is kind of why I'm asking if anyone has looked into this idea already.