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A '''Skill-based''' system is a method of mechanically representing entities in an [[RPG]] that is an alternative to the more traditional class-based system. In the skill-based system, concepts such as a character's "level" are typically non-existent, and the character's abilities are governed by their points or ranks in given skills as opposed to being based on their character level. Rather than a set amount of experience resulting in the gain of a level and all the associated benefits that brings, skill-based systems usually involve an improvement mechanic where characters spend earned experience to improve a skill or attribute, or gain a specific special ability.
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A [[skill based]] system is a method of mechanically representing entities in an [[RPG]] as a collection of abilities ("skills") rather than membership to exclusive categories or classes.


More complex skill-based systems usually also include more basic physical and mental characteristics of the characters (such as measure of how strong, agile, or intelligent they are), which are used in conjunction with the learned skills to determine a character's overall ability at some task. It is normally possible for these attributes to be improved by the expenditure of experience in the same way as skills (although typically at greater expense, as the benefits gained from an improved attribute tend to apply to a lot more potential tasks or situations than a more specific skill). However, this is not always the case, especially in very simple systems designed to pick up an play quickly, where the entire mechanical representation of a character may be a small list of skills (or equivalent, such as the Cliches in [[Risus]]) and relative proficiency in each.
In a skill-based system, rather than defining a person by the "level" they are in a class ("5th level wizard"), the character's abilities are governed by their points or ranks in given skills ("5 ranks in thaumaturgy, 3 ranks in elementalism, 0 ranks in necromancy").  Skill-based systems usually have as their improvement mechanic a means to earn and spend points to improve a specific skill, or to acquire new ; contrast this to class-based systems where points are spent to improve one's rank in a class or career, which improves a suite of abilities and only those abilities.


Skill-based systems are generally considered to produce more realistic individuals than level-based systems, since achieving a high degree of proficiency in a given skill does not also necessitate improvement in many other, potentially unrelated areas. Consider [[Dungeons and Dragons]], where in [[4E]] a character's competency in the application of any given skill is a function of their level, their related ability score, and whether or not they are considered "trained" with the skill (a flat +5 bonus to rolls). Assuming they are already "trained", the primary methods of increasing their bonus with a given skill are to improve the associated ability score or to gain a level, both of which will also improve a character's skills in a wide variety of other areas. In a skill-based system such as [[World of Darkness]], however, a character who wishes to become better at a specific skill merely spends the experience necessary to improve that skill without affecting any of their other abilities, allowing for true specialisation.
More complex skill-based systems will divide abilities into inherent attributes (usually sub-divided into physical and mental attributes), used in conjunction with acquired skills to determine a character's proficiency and chance of success at a specific task.  These attributes will be applicable to many tasks, whereas acquired skills are more specific in use.  It is normally possible for these attributes to be improved by the expenditure of experience in the same way as skills, although at a higher cost because they are applicable to more uses.  Simple systems, such as the clichés in [[Risus]], will only use one type of skill applicable to many situations, to keep the list of skills (and thus character descriptions) shorter.


Notable skill-based systems include:
Games that have "skills" with ratings as part of character descriptions are not necessarily skill-based RPGs.  The Warhammer system (WH Fantasy, Dark Heresy) has careers, but each limit the skills you can acquire, and you must acquire these skills before you can advance to another career.  The systems used by Dungeons & Dragons have their non-weapon proficiencies, or skills in later editions, but improvement of the character is inexorably tied to advancing in the characters "class" which determines how you can improve skills and restricts allowed skills.
*[[World of Darkness]] - uses a 0-5 "dots" representation of skills and attributes, where 0 is completely unskilled or inept and 5 represents extreme expertise or capability
 
*[[Dark Heresy]] - although characters do have an assigned Career (basically a class) and ranks (sort-of levels), their only important mechanical purpose is to define which skills and talents are available to a character to spend their experience on, although this is much more restrictive than most skill-based systems
Consider [[Dungeons and Dragons]], where in [[4E]] a character's competency in the application of any given skill is not only based on their attribute and whether they possess training in that skill (a one-time flat +5 bonus), but also their class level.  Furthermore, their class determines what they are allowed to be "trained" in, and improving class level is the only means for improving skill success (which improves all skills simultaneously).  In contrast, in a skill-based system such as [[World of Darkness]], a character who wishes to become better at a specific skill can at any time  spend the experience necessary to improve a skill and only that skill, usually at less cost,  allowing for true specialisation.
*[[Risus]] - characters are defined entirely by "Cliches", such as "Viking", "Wizard", or "Bumbling Hero", with a numerical indication of their competency (or incompetency) at tasks that would fall under the purview of that cliche
 
All the cool kids are playing skill-based RPGs.
 
== Benefits ==
Skill-based systems are generally considered to produce more realistic individuals than level-based systems, since achieving a high degree of proficiency in a given skill does not also necessitate improvement in many other, potentially unrelated areas.
 
Advancement in skill-based systems is faster, because the points spent don't have to be wasted on class or career features that the player will never use.
 
*''tl;dr: You can become a surgeon without accidentally being a champion race-car driver at the same time.  You don't have to wait until you're 70 years old to become a surgeon.''
 
== Drawbacks ==
Skill-based systems can get bogged-down in bookkeeping, as designers add more and more specific skills to increase the accuracy of simulating scenarios (q.f.: [[GURPS]]).  This gets compounded when some skills have "prerequisites" of a high enough rank in another skill.  This can inflate the number of sourcebooks needed for a well-rounded character -- which book publishers enjoy, but gamers don't wish to carry a library to each gaming session.
 
For skills or attributes that have a more general use, game-balance can be difficult to maintain.
For skills that have a more specific use, it's implied that people who don't spend points to acquire that skill are incompetent.  For this reason, many systems give starting characters a 100% rating in "Speak: English" just so they can have 0% in all other languages.  A well-known example is how few players put points into the skill "swimming".
 
= Notable Examples =
*[[GURPS]] - the ur-example, players are described only by four attributes, inherent 'merits' and 'flaw', and a plethora of skills.
*[[Risus]] - characters are defined entirely by "Clichés", such as "Viking", "Wizard", or "Bumbling Hero", with a numerical indication of their competency (or incompetency) at tasks that would fall under the purview of that cliché.  You would use the cliché rank to determine success chance for any task the players can agree would be familiar to stereotypical "Bumbling Viking Wizard."
*[[Traveller]] - although character generation is class-ish, with the terms served during one's career, the resulting character is only attributes and skills, and character improvement is improving skills or acquring new ones.
*[[World of Darkness]] - uses a 0-5 "dots" representation of attributes and skills, divided into  broad categories of physical/mental/social/supernatural (the latter being vampire disciplines, garou gifts, mage spheres, etc)


[[category:Game Mechanics]]
[[category:Game Mechanics]]

Revision as of 12:53, 8 October 2010

A skill based system is a method of mechanically representing entities in an RPG as a collection of abilities ("skills") rather than membership to exclusive categories or classes.

In a skill-based system, rather than defining a person by the "level" they are in a class ("5th level wizard"), the character's abilities are governed by their points or ranks in given skills ("5 ranks in thaumaturgy, 3 ranks in elementalism, 0 ranks in necromancy"). Skill-based systems usually have as their improvement mechanic a means to earn and spend points to improve a specific skill, or to acquire new ; contrast this to class-based systems where points are spent to improve one's rank in a class or career, which improves a suite of abilities and only those abilities.

More complex skill-based systems will divide abilities into inherent attributes (usually sub-divided into physical and mental attributes), used in conjunction with acquired skills to determine a character's proficiency and chance of success at a specific task. These attributes will be applicable to many tasks, whereas acquired skills are more specific in use. It is normally possible for these attributes to be improved by the expenditure of experience in the same way as skills, although at a higher cost because they are applicable to more uses. Simple systems, such as the clichés in Risus, will only use one type of skill applicable to many situations, to keep the list of skills (and thus character descriptions) shorter.

Games that have "skills" with ratings as part of character descriptions are not necessarily skill-based RPGs. The Warhammer system (WH Fantasy, Dark Heresy) has careers, but each limit the skills you can acquire, and you must acquire these skills before you can advance to another career. The systems used by Dungeons & Dragons have their non-weapon proficiencies, or skills in later editions, but improvement of the character is inexorably tied to advancing in the characters "class" which determines how you can improve skills and restricts allowed skills.

Consider Dungeons and Dragons, where in 4E a character's competency in the application of any given skill is not only based on their attribute and whether they possess training in that skill (a one-time flat +5 bonus), but also their class level. Furthermore, their class determines what they are allowed to be "trained" in, and improving class level is the only means for improving skill success (which improves all skills simultaneously). In contrast, in a skill-based system such as World of Darkness, a character who wishes to become better at a specific skill can at any time spend the experience necessary to improve a skill and only that skill, usually at less cost, allowing for true specialisation.

All the cool kids are playing skill-based RPGs.

Benefits

Skill-based systems are generally considered to produce more realistic individuals than level-based systems, since achieving a high degree of proficiency in a given skill does not also necessitate improvement in many other, potentially unrelated areas.

Advancement in skill-based systems is faster, because the points spent don't have to be wasted on class or career features that the player will never use.

  • tl;dr: You can become a surgeon without accidentally being a champion race-car driver at the same time. You don't have to wait until you're 70 years old to become a surgeon.

Drawbacks

Skill-based systems can get bogged-down in bookkeeping, as designers add more and more specific skills to increase the accuracy of simulating scenarios (q.f.: GURPS). This gets compounded when some skills have "prerequisites" of a high enough rank in another skill. This can inflate the number of sourcebooks needed for a well-rounded character -- which book publishers enjoy, but gamers don't wish to carry a library to each gaming session.

For skills or attributes that have a more general use, game-balance can be difficult to maintain. For skills that have a more specific use, it's implied that people who don't spend points to acquire that skill are incompetent. For this reason, many systems give starting characters a 100% rating in "Speak: English" just so they can have 0% in all other languages. A well-known example is how few players put points into the skill "swimming".

Notable Examples

  • GURPS - the ur-example, players are described only by four attributes, inherent 'merits' and 'flaw', and a plethora of skills.
  • Risus - characters are defined entirely by "Clichés", such as "Viking", "Wizard", or "Bumbling Hero", with a numerical indication of their competency (or incompetency) at tasks that would fall under the purview of that cliché. You would use the cliché rank to determine success chance for any task the players can agree would be familiar to stereotypical "Bumbling Viking Wizard."
  • Traveller - although character generation is class-ish, with the terms served during one's career, the resulting character is only attributes and skills, and character improvement is improving skills or acquring new ones.
  • World of Darkness - uses a 0-5 "dots" representation of attributes and skills, divided into broad categories of physical/mental/social/supernatural (the latter being vampire disciplines, garou gifts, mage spheres, etc)