Whether to have 'skills' in your game is a notoriously contentious subject. I won't revisit the argument, but for my LL game I wanted to have a simple guide to deciding common situations where player description alone might not suffice. I also wanted to allow for a somewhat greater degree of individualization for the characters while avoiding an "ever-escalating DC" kind of situation like one has with third edition. What follows is the system I came up with. It's based on Venger Satanis' system, but is less "Fate-y".
The only effect on the LL classes is that the thief skills table is junked (yay) and replaced with a larger-than-normal amount of skills for those characters. You might make a 'thief' with none of the classic thief skills, so really they become more like 'Specialists' than anything.
Skills
Characters can have three levels
of competence in a skill: skilled, superb, and world-class. Each level costs one point. Specialists and halflings start with five
points to spend and can purchase skilled or superb level training. Characters in other classes start with three
points to spend and are limited to the ‘skilled’ rating.
As characters advance in level they get
additional points to spend--specialists get one point every odd-numbered level,
halflings every third level and other
classes one per five levels.
Resolution mechanic: “Making a skill
roll” involves rolling a pool of d6’s. Roll and note the highest result, see below for how you did. If you got at least one 'six' then extra sixes indicate some degree of exceptional success, if that's even possible. In all cases the result is basically a guide to how to look at or judge or narrate the attempt and its results.
Everyone always gets one die by default. You
get an extra die for being skilled, another for being superb, and another one
if you’re world-class at the skill. A
character with 13 or more in the skill’s controlling attribute gets an extra
die. A hard
task subtracts one die while a stupendously hard task subtracts two. Having excellent
tools or a good “storyside” rationale adds a die. If you end up with zero dice to roll you roll 2d6 and take the lower one.
6 = total success
5
= success, possibly with complications
4
= partial success
3 = failure, perhaps with a silver lining.
2= failure
1= critical failure
The skills and their governing attributes:
Athletics
|
Str/Dex
|
Bushcraft
|
Int/Wis
|
Diplomacy
|
Cha
|
Heal
|
Int/Wis
|
Intimidate
|
Str/Cha
|
Knowledge: (specify)
|
Int/Wis
|
Linguistics
|
Int
|
Mechanician
|
Dex
|
Perception/Search
|
Int/Wis
|
Profession: (specify)
|
Int/Wis
|
Ride
|
Str/Cha
|
Sleight of Hand
|
Dex
|
Stealth
|
Dex
|
Swim
|
Str/Con
|
Skills with two attributes listed are amenable to different approaches (intuitive vs. analytical, etc.). Use the higher of the two attributes for to see if you get the extra die for a high stat.
Skill Descriptions
Athletics – allows
climbing, tightrope walking, tumbling past enemies, breaking down doors and
similar feats of strength, etc. Climbing
is at 10’ per round, frequency of check depends on the surface (smooth
wall=once per round, typical wall once per turn, mountains once per day).
Bushcraft – allows
tracking, orienteering, ‘survival’ tasks, and animal handling.
Diplomacy – Only applies if a reaction roll is being made anyway. Grants a bonus
on reaction rolls of +1 per level of skill.
Heal – allows restoring of
one hit point on a roll of four or five, 1+1 per six on a roll of six. Can be used after each fight.
Intimidate – can
substitute for normal reaction rolls, though perhaps with lasting resentment.
Linguistics – being skilled grants
literacy. Superb or better grants the
ability to puzzle out a bit of any language
encountered. This allows for scroll
use—spells of level 3-5 are hard (deduct a die). Higher level spells deduct two dice.
Mechanician – Covers opening
locks, disabling traps, and general low-tech mechanical operation or repair
tasks.
Knowledge: various – there
are numerous specializations possible here.
Some of particular use to adventurers:
Arcana
– knowledge of magical items, spells, and magical paraphernalia. Includes
knowing about monsters who are creations of magic or which cast
spells/spell-like effects.
Religion
– knowledge of various religions.
Includes knowing about the undead.
The
Planes—knowledge of the various planes and extra-planar creatures such as
demons and elementals.
Area—the
‘area’ can be anywhere, but by default is “the region we start in”. Covers geography, politics, and common
monsters found in the area.
Science—knowledge
of the scientific marvels of the past.
And the not-so marvels. Includes
knowledge of robots or similar techno-creatures.
Other areas of knowledge are certainly possible.
Perception/Search – Covers search,
spot, perception, finding secret doors, all that sort of thing.
Professions – These
represent formal training at a specified trade or occupation. Only a thief can have two professions to
start with; starting members of other classes can have no more than one. Some of the more interesting professions for
adventurers:
Actor
– This governs any sort of disguise attempt, and is the skill used to tell
convincing lies. You can acquire either
of these skills separately without it being a ‘profession’. This is a CHA skill, unlike most professions.
Animal
Training – Can teach a domestic animal one 'trick' per skill die. (Attack, bear burden, etc.) Wild animals, one less. Hostile or fierce animals, two less.
Captain
– Allows one to operate and repair watercraft, navigate, and manage the crew.
Fencing
Master—Training of combatants (often in swordcraft but not always). Also grants the fencing master +1 to hit with
a single type of weapons (melee or missile).
Superb level skill grants +1 with the other weapon type, and world-class
converts the bonus with one type to +2.
Trapper/Leatherworker—Covers
skinning and preserving of creatures and creature bits, setting simple traps,
taxidermy, and turning hides to leather.
Armorer—Production
and repair of armor and shields. You’ll
know if one you handle is magical, and have a good idea what plus it is.
Assassin—Covers
poison use and striking for increased damage from behind or upon surprising an
opponent. (x2 if level 0-4, x3 if level
5-8, x4 if higher level).
Weaponsmith—Production
and repair of weapons. You’ll know if
one you handle is magical, and have a good idea what plus it is.
Less
adventurous professions include: Farmer, Lumberjack/Carpenter,
Miner/Stonemason, Jeweler/Gemcutter, Alchemist, Courtier, Lawyer,
Scribe/Accountant, Artist, Engineer/Architect, etc.
Ride – Anyone can ride a trained horse overland. You’ll need the skill to
employ a mount in combat or to control an untrained mount. Controlling exotic or flying mounts is a hard
task. If riders are chasing each other
(and have the same movement rate) ride rolls determine if pursuit is
successful.
Sleight of Hand – Pickpocketing, shell
games, prestidigitation, hiding things on your person, etc.
Stealth – A roll of four or five
succeeds but allows perception rolls to spot the sneak. A roll of six just works. This task becomes harder (deduct dice) in
well-lit or open areas. Wearing armor
heavier than leather also imposes a penalty—one die for scale or chainmail, two
dice for anything heavier.
Swim – The die roll x 10 is the percent
of your actual movement that you get when swimming—a roll of one means you
start drowning. Roll once per round in
combat, once per turn otherwise. Note
that even a modest amount of clothing and gear gives a one die penalty on swim
rolls.