summoning the knowledge of RPG.net: compact skill lists in fantasy RPGs
I'm looking for fantasy RPGs that cover the whole range of character competence with fewer than twenty-ish and more than eight broadly (but explicitly) defined skills. That is, more granular than social/craft/fight/etc. and less granular than forgery/lute/haggling/glaive/etc. I don't think I'm familiar with a single game that delivers on this. What am I overlooking?
Re: summoning the knowledge of RPG.net: compact skill lists in fantasy RPGs
Are you familiar with the Obilivion computer game? It has 21 skills, grouped into 3 broad categories- Combat, Magic, and Stealth. I think with very little work you could adapt the skill list to any RPG.
Re: summoning the knowledge of RPG.net: compact skill lists in fantasy RPGs
Savage Worlds is low twenties. So are WotG and Exalted.
Problem is that a lot of lighter games go for 'define your own' skill lists instead of short ones.
Cinematic Unisystem is in the high teens, but AFAIK the only fantasy-specific book is for Classic Unisystem. You can do fantasy in Feng Shui, I guess.
Blue Rose? Hercules and Xena?
My TINS variant would be in the right area, but I haven't written it yet.
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Re: summoning the knowledge of RPG.net: compact skill lists in fantasy RPGs
<a href="http://limestonepublishing.com">Chain of Being</a> uses a hierarchical skill tree that lets you play with your choice of 8, 32, or 128 skills (yes, point costs are adjusted depending on which level you use). The mid-level is probably a good match to what you want, and if necessary it can be further reduced by just using one stat to power all spellcasters (in the official rules, you use a different stat depending on whether your powers come from yourself or the gods). The only caveat is that this game was written to be humorous, and while some meddling with the system and setting could allow for a serious game, I don't know how well it would really work (and I've certainly had no desire to try that myself).
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Academia: Drawing on skills that focus on applied knowledge and a mastery of obscure lore, the Academia skill group is a useful boon for characters with a high Intelligence.
Skills: Appraise (Int), Concentration (Con), Decipher Script (Int), Heal (Wis), Knowledge (Int), and Speak Language (none).
Agility: The Agility skill group represents training in flexibility and acrobatics. Classes that rely on speed and maneuver usually offer it.
Skills: Balance (Dex), Escape Artist (Dex), and Tumble (Dex).
Athletics: This skill group includes Strength-based skills. Athletics reflects a focus on physical fitness and strength.
Skills: Climb (Str), Jump (Str), and Swim (Str).
Mysticism: While Academia focuses on readily available knowledge, the Mysticism group provides access to talents that focus on rare lore and the study and use of magic.
Skills: Concentration (Con), Decipher Script (Int), Spellcraft (Int), and Use Magic Device (Cha).
Perception: A sharp eye can spot trouble before it befalls you, while a keen ear lets you sneak up on a concealed enemy. Classes that emphasize smart tactics and awareness grant access to this useful skill group.
Skills: Listen (Wis), Search (Int), Sense Motive (Wis), and Spot (Wis).
Robbery: The Robbery skill group focuses on talents that require a fine hand for detailed work and a penchant for larceny.
Skills: Disable Device (Int), Forgery (Int), Open Lock (Dex), and Sleight of Hand (Dex).
Social: The Social skills focus on your ability to charm others, whether you wish to extract rumors from them, trick them, or just strike up a friendly relationship.
Skills: Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), and Intimidate (Cha).
Stealth: Classes that value hiding from an enemy, whether to flee an opponent or move to ambush him, give access to the Stealth skill group.
Skills: Hide (Dex) and Move Silently (Dex).
Theatrics: The art of entertaining others not only can earn you a passable living, it also helps develop a variety of useful skills.
Skills: Bluff (Cha), Disguise (Cha), Perform (Cha), and Sleight of Hand (Dex).
Wilderness Lore: Many adventurers come of age in the forbidding wilds, where one's knowledge of the land draws the line between survival and death.
Skills: Handle Animal (Cha), Ride (Dex), Survival (Wis), and Use Rope (Dex).
There is no Combat skill group because it uses the standard BAB system from D&D, but you could add that in and make it eleven skill groups.
Re: summoning the knowledge of RPG.net: compact skill lists in fantasy RPGs
The Fantasy Trip had 20-ish skills, I think.
The D6 games have about 24.
Feng Shui has 18 (plus some sub-skills), and we've had two great short-run fantasy games with it.
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Re: summoning the knowledge of RPG.net: compact skill lists in fantasy RPGs
OK, scooped on Savage Worlds.
My own Albion game more or less fits the bill, but the reason I specified the skills very carefully rather than leaving them more freeform was to enforce a particular flavour of fantasy. There's a general point there: "fantasy" is not a single homogenous thing, and your particular flavour will need a tailored list to put the emphasis in the right places.
What else... Tribe 8 has a list, but too long... Castle Falkenstein would fit (skill/attribute qualities, actually)... Arrowflight, Agone slightly long... that crappy old D&D thing ... MERP had a very compact but not especially good list.
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Re: summoning the knowledge of RPG.net: compact skill lists in fantasy RPGs
Jeph's Pagoda and Legends of Middle Earth are in that zone, IIRC.
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Re: summoning the knowledge of RPG.net: compact skill lists in fantasy RPGs
Dungeons and Zombies for Classic Unisystem has rules for converting to Cinematic Unisystem, if I'm not mistaken. That'd give you 17 skills plus the ever-handy Wild Card.
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