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Author Topic: Input for a pen-and-paper rpg skill-tree!  (Read 42 times)
ThunderPerfectWitchcraft
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Great Posts PacmanThanks for being rad!First 1000 Members!Joined 2023!
« on: April 11, 2025 @964.62 »

Hi.
As stated elsewhere, I'm trying for quite some time to build a pen and paper RPG. I've some ideas for the setting (alternate world, located somewhere between low- and high fantasy, and being loosely inspired by the early-modern age - but the whole world is in a process of melting, and no systems or structures are reliable in anyway), the atmosphere (exploration, adventure, but fighting shouldn't be the default mode of playing, and other ways should be just as thrilling as beating something up), and the fundamental game logic (using Tarot cards for all checks and for parts of the world building - my pen and paper style builts largely on improvisation, and I want to create a system that supports this more).

I think I have now also a working concept for a skill tree - and I'd like to check if it works out. If you'd play an RPG were being a fighter is only one of many options (although still a valid one; but other things could be - to give some examples - a witch, a trader, an artist, a traveling worker, a shepherd, and so on), what abilities would you like to possess? Bonus points if you give me an answer loosely fitting to the short description above ;). I'd try to figure out if your wish could be implemented with my current skill-system.

I'd be most grateful for input! :)

Advanced version - if anyone wants to nerd about this with me, I'd be delighted ;).
Spoiler
I worked a long time at coming up with a skill tree that works for what I want.

*It should allow to build a specialized character with some deepness
*It shouldn't be overcomplex/frustrating/overly limiting.
*It should support players to search for ways that don't involve finding
*...but still offer an interesting and challenging gaming experience.
*It would be great if it would be still possible to balance

These things sometimes seemed contradictory to me. But after reworking it over and over, I believe I came up with a satisfying concept:



Short explanation:
-The four main arms are correspondent to the attributes (Power, Dexterity, Intelligence, Intuition) each character/enemy has; when a check is done, the basic strength of the players "attempt" is generated (e.g.: 30 Intelligence)
-The branches descending from it (e.g.: Craftmanship, Constitution, Magic) are the skills. These start at x0.5 and can be upgraded up to x2 (so, a player with x0.5 on "Craftsmanship" who has the 30 as base value would end up with 15 in their check, while a player with x1.5 would have 45, and so on).
-The smaller branches are specializations. They default at x1 and can be upgraded up to x2 or x3 (This will require some testing) - they can be only used if the task at hand kinda fits the specialization (e.g.: The aforementioned player could convert his craftsmanship-check of 45 to 90, if they had a x2 specialization on Metal). The DM should estimate higher numbers (-> difficulty) for specialized checks. Players can ask for further specializations and learn them - either for the main branches if something needed for a character or a campaign is missing, or improving existing ones (e.g: A player could, after discussing it with the DM, add the specialization "gold smith" after "Metal" to receive further bonuses).

If you can use this skill-tree or any of the ideas in here, feel invited!
[close]

* english.pdf (43.16 kB - downloaded 0 times.)
« Last Edit: April 11, 2025 @971.13 by ThunderPerfectWitchcraft » Logged

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