Skills in the World of Zoong

I talked a bit about this in previous podcasts and it happens to be where my mind is right now. Contrary to my OSR folks, I do like some skills but not too many. I think even 5E has too many skills. So for the upcoming White Box game, I want to do some sort of skill system. This is all still preliminary and will probably change down the road.
First, there’s Attribute Checks. You know roll under the score with a d20. I’m going to use that for some things. Mainly, things that rely on solely on a characters abilities with no sort of training. The prime example is the good old “Bend Bars/Kick in the Door” type roll. I know a lot folks use that for pretty all skills but I still have some memories back in the 2nd Edition days of using it and the Magic-User happened to better at sneaking than the Thief.
The rest of the skills would rely on the x in d6 mechanic inspired by the White Box Omnibus, White Box: Fantastic Medieval Adventures, and Lamentations of the Flame Princess.
Everyman Skills: Let’s face it there are things that all the characters are going to try regardless of their class. Right now, I’m looking at just three or four skills.
1. Sneak: Because everybody wants to move quietly at some time. This starts at 1 in 6 and may be modified by Class or Race.
2. Athletics: Climbing, Jumping, and Acrobatic type maneuvers. This also starts at 1 in 6. If Strength or Dexterity is greater than 15 then add one (2 in 6). If both are above 15 the add two (3 in 6).
3. Sixth Sense: This is used for avoiding surprise, searching, and finding secret doors. This also starts at 1 in 6 and may be modified by Race and Class.
4. I don’t have a name that I like for this one. But I want some sort of social skill. I understand the whole Role Play vs Roll Play. I do want the players to role play out any social encounters but I want something simple that simulates subtle social cues like body language, intonation, and reading the mark. Like the others, this would start at 1 in 6 with a +1 for a Charisma greater than 15.
Improving Everyman Skills: When the character gains a level the player chooses one Everyman Skill and rolls a d6. If the result is higher than the current rating then increase that skill by one.
Everyman Skills Vs Class Skills: If a character has a class skill that would also include an Everyman skill then use the better of the two. Thinking mainly of the Thief here.
Unskilled Attempts: This is going to be judgement call on the GM’s part. But these attempts would fall into three categories:
1. No Way: The character just doesn’t have the training to attempt.
2. Snowball’s Chance: Sure try. Roll 2d6 and only succeed on the roll of double 1’s.
3. Sure give it shot: 1 in 6.
I know there’s a bunch of this will probably change when start really digging into classes. So stay tuned for that and Episode 11 of the podcast should be coming soon!

5 thoughts on “Skills in the World of Zoong”

  1. Have you ever contemplated playing a skill based game? I am very fond of GURPS, been running it since 89 or so, and I have been running a du geon and hexcrawler with it for several years.

    1. I have played GURPS. 🙂 It’s got way too many skills. However, am waiting for The Fantasy Trip to his Kickstarter.

  2. This is good stuff. I may steal it, in fact. I agree, you do need *some* skill test mechanics, but not as many as in 5E or (especially) Pathfinder.

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