Any easy action with a skill over 50% pretty much automatically succeeds; which is the point: that when you get good at something, doing the little things is just second nature.
There are more generalized complications that can be introduced as well; ever try and fix a car with no real tools? That average mechanic roll just bumped up to difficult. Tracking across the hard, dry ground just became a difficult Tracking task.
Environmental complications and lots of other things can also effect the difficulty; doing your paramedic work in a nice UN Forces base is a little easier than doing it out in the pouring rain in the middle of a battle. There are a lot of things that can turn a perfectly simple, easy roll, into one of epic proportions.
Keep in mind that there are some tasks that are simply impossible. Trying to build a new engine out of orange peels and love won't work, no matter how skilled your character is. You have to use a little common sense.
If the character fails the task by a roll of 90 or higher, a second task roll is made. If the second one fails also, a catastrophic failure has occurred. In the above example, perhaps not only does the engine remain damaged, but the head is cracked and won't run, ever again.
Note: the catastrophic failure shouldn't be used every single time, but in dramatic situations. Its real purpose is to dissuade characters from trying tasks far above their skill levels, and have consequences if they do decide to try. Pride, the fall, etc..
Sometimes, you will find a task that is equally suited to two different skills - players can use whichever one they like. In many cases, the players can pick whichever character has the highest ability in the skill to perform the action.
Skill programs available for the game:
At some point, the GM decides it is time to reconcile the skill experience. This is done by subtracting the skill level from 100, and then dividing it by 100. The result is the experience multiplier, which is then used to multiply by the skill experience points to result in the final gain.
Example: if one accumulated 6 points in Auto Mechanics, and has Auto Mechanics 43%, then:
Skills, when they are low, will tend to raise quickly; but a little past the midpoint, the skill experience points needed to raise the skill start to increase (representing the fact that you already know a lot). As professionals (60%+), characters will have more realistic chances of failure or success, avoiding the whole problem that Palladium doesn't recognize any difficulty levels for skill rolls.
Adding task difficulties and linking skills to attributes makes it evidently clear to the player how hard or easy something is for his character. This also allows skills to rise above 98% in canon Palladium because Difficult tasks with heavy situational modifiers can be tried better by characters with 100%+ in their skills. Getting any skill to 100%, much less beyond, is quite a task, but it's quite possible; and superior NPCs can certainly already be there in some things.
While it seems like it would be slow, you can easily control its rate of growth by how many skill experience points you give out. You could theoretically pace a character at the standard skill improvement rate if you gave out enough. In addition, you can alter the rate of giving out the points in different ways - if you want characters to initially skill up quicker, give out more points to start with and then slow the pace as they pass 60%. The pacing is entirely up to you.
Ammendment 1: In PBP RPGing, until the character reaches 100%, the skill experience point will be applied as is. After a skill has passed 100%, the calculation will be applied to the skill after subtracting 100. (Ie: in the above example: Auto Mechanics 143% becomes 143-100=43. The 43 is used for determing the % improvement.
Ammendment 2: Calculation "cheat sheet": Attribute Bases Skills % modifier chart
It's impossible for a character to start with training in all skills. Therefore, if a player doesn't have the applicable skill (or doesn't have a similar skill that can produce a similar result), within reason, a percentile vs. an attribute is rolled.
For example if my character has an IQ of 17 and a PS of 18, the character would be able to do Basic Math, Radio: Basic, and Computer Operation at 17%, and Swimming, Climbing, and Prowl at 18%.
More complex skills are virtually impossible. Though there is the random luck factor. Therefore, if reasonable, a roll vs. half the attribute value could be used. Using the example, complex skills like Advanced Mathematics, Radio: Scramblers, and Computer Hacking (pending that the character knows what a computer is) are potentially at 9% (or 18% for easy tasks, or 5% for difficult tasks; not including any attribute bonuses or situational modifiers).
New skills are learned, starting from the same percentage value, as per normal skill improvement rules. In the example, if my character went to school for 10 days to learn Radio: Scramblers (a complex skill starting at half the attribute value), the character would have the skill at 18% at the end of the schooling.
Notes:
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Communications Skills
Cryptography (Scramblers, ECM and ECCM) Radio (Basic, Laser, Construction, Satellite, Microwave, Fold Communication & beyond) Cultural/Domestic Skills Note: Characters can attain professional quality by selecting the same domestic skill twice. Art: choose type: Acting, Calligraphy, Dance, Drawing, painting, Photography, Sculpting, etc.
Electrical Skills Basic Electronics (Computer Repair) Electrical Engineer: Requires: Math OverTechnology (mecha) Electronics: Requires: Electrical Engineer Espionage & Rogue Skills Escape Artist (Binding) Gambling (Cardsharp) Impersonation (Disguise, Forgery, Imitate Voice) Intelligence (Interrogation) Palming (Concealment, Pick Pockets) Pick Locks (Safecracking) Streetwise Mechanical Skills Aircraft Mechanics Automotive Mechanics Basic Mechanics Boat Mechanics OverTechnology (mecha) Mechanics (Spaceship Mechanics): Requires: Electrical and Mechanical Engineering Mechanical Engineer (Armorer, Locksmith): Requires: Basic Electronics and Math Medical Skills Criminal Sciences & Forensics: Requires: Biology, Chemistry and Math First Aid Medical Doctor (Field Surgery): Requires: Biology, Paramedic, Pathology, Chemistry and Mathematics Paramedic (Holistic Medicine): Requires: First Aid Pathology: Requires: Biology and Chemistry Psychiatry (Psychological Warfare) Military Skills Camouflage (Detect Ambush, Detect Concealment) Demolitions (Explosive Ordnance Disposal) Sniper Physical Skills Acrobatics Aerobics Athletics (Running, Sports, Surfing, Water Skiing) Body Building and Weight Lifting Climbing & Rappelling (Mountaineering, Spelunking) Contortionist Gymnastics Meditation Prowl Running := Marathon? Skiing Swimming (S.C.U.B.A. at 1/2%) Tai Chi Track and Field Yoga Zero Gravity Movement (EVA) |
Hand to Hand Combat
Basic Boxing: Requires: Hand to Hand Expert Expert: Requires: Hand to Hand Basic Martial Arts (choose type: Aikido, Commando, Karate, Kendo): Requires: Hand to Hand Expert Wrestling (Judo): Requires: Hand to Hand Expert Piloting Skills AIR Aircraft (Airplane, Jet Aircraft, Jet Fighter, Lighter-than-Air Vehicles) Helicopter Parachuting (Jet Packs) GROUND Destroids Horsemanship Motorcycle (Hover Craft) Power Armour Tracked Vehicles (APC, Construction Equipment, Tanks) Wheeled Vehicles (APC, Automobile, Truck) SEA Boat (Hydrofoil, Motor, Sail, Ship) Submarines SPACE Mecha: choose one: Variable Vehicle, Destroid, Micron Power Suit, Varauta Variable Fighter, Zentraadi, other Mecha Combat: Choose Type Spacecraft (Shuttle, Space Fighter, Spaceship) Pilot Related Skills Land Navigation Navigation (Navigation Space): Requires: Math Read Sensory Equipment (Optic Systems, Surveillance Systems, Surveying & TV/Video) Weapon System Science Skills Astronomy Biology (Marine Biology, Exo-Biology is 1/2%) Botany Chemistry Requires: Math Geology: Requires: Math Math (Basic & Advanced) Physics: Requires: Math Technical Skills Computer Engineer: Requires: Computer Operation & Computer Programming Computer Operation Computer Programming: (Artificial Intelligence, Avionics Repair, Computer Hacking) Requires: Computer Operation, Math Construction (Carpentry, Fortification): Choose Building or Vehicle Language Lip Reading (Sign Language at 1/2% until experienced) Lore: (choose area of knowledge) Research Teaching Tracking (animal and people) Trap/Mine Construction and Detection Wilderness Survival (Fishing, Identify Plants and Animals, & Hunting) Ancient Weapon Proficiencies Note: GM approval is needed before selecting any other than knife. W.P Blunt (Chain) W.P Bow W.P Knife (Small Thrown Weapons, Juggling: though both are non-standard uses) W.P Staff/Spear W.P Sword Modern Weapon Proficiencies W.P Pistol (Automatic Pistol, Energy Pistol, Revolver, Sub-Machinegun) W.P Rifle (Bolt Action, Energy Rifle, Semi & Fully automatic Rifles) W.P Heavy (Heavy Energy Weapons) |
Skill Percents, New Skills and Changes to existing Skills
Communications Skills:IQDomestic Skills:IQElectrical Skills:IQEspionage & Rogue Skills:IQ unless one of the following:Escape Artist: PP Impersonation: MA Palming: PP Pick Locks: PP Mechanical Skills:IQMedical Skills:IQ unless one of the following:Psychiatry: MA Military Skills:IQ unless one of the following:Sniper PP
PhysicalAcrobatics: PP. +10% to Climbing, +5% to Prowl.
Aerobics: PE
Athletics: PE
Body Building and Weight Lifting: PS
Climbing & Rappelling: PE Contortionist: PP Gymnastics: PP. +5% to Climbing, +10% to Prowl.
Meditation: Special: check vs. ME. 60 minutes, +15 min 2,3,4,5; +1 hour every lvl thereafter: use same % as hand to hand combat Prowl: PP Running ME
Skiing: PP Swimming: PE (S.C.U.B.A. at 1/2%) Tai Chi: ME
Track and Field: PE
Yoga: PP. +10% Meditation
Zero Gravity Movement (EVA): PPx5
Hand to Hand: None: 2 actions at 0%. +1 action at 56%, 108% and 155%. HP and SDC bonus are the same as in the chart for Hand to Hand: Basic, Expert and Martial Arts. Hand to Hand: Basic, Expert and Martial Arts:
Con't
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Hand to Hand: Boxing: Spd
Note: same as Hand to Hand: Expert, with the following bonuses.
Hand to Hand: Wrestling: PE
Pilot:ME unless one of the following:
Horsemanship: PE.
Pilot Mecha: PP.
Mecha Combat: PP.
COMBAT BONUSES
Pilot Related Skills:IQScience Skills:IQTechnical SkillsIQ and the following provide bonuses to other skills:Computer Programming: +5% all other computer skills Wilderness Survival: +5% tracking, +5% cook (the catch) Weapon Proficiencies - AncientPPWP Blunt:
W.P Bow:
W.P Knife:
W.P Staff/Spear:
W.P Sword:
Weapon Proficiencies - ModernPPAll modern WP use the following:
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REFERENCES USED
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