Archive for the ‘D&D’ Category
The skills for Mythos are done. The convoluted path I took to arrive at this system weaves through a forest of influences, silly notions, and useable details from clunky earlier systems. The basic goals: to use the D12; to change the feel of using a skill inside combat versus out; to include the “trained” and “untrained” concept of breaking down what actions everyone can do with a skill versus what only specially trained characters can (rather confusingly handled in 3.0/3.5/4E) in a way that would not require consulting the rulebook every time the player wants to try something. The MAR is still one of my favorite inventions.
There are 12 skills everyone can use on a basic level. To do specialized stuff, you’ll need to spend xp to get a specialty, and each skill has around 4 of these. Learning a specialty makes you better at the basic skill. For example, taking the Paramedic specialty not only allows you to resuscitate, it also makes you better at doing basic Medic Skill stuff anyone can do, like first aid. So there are about 50 specialties, which is a lot, but they’re categorized under the 12 general skills, and on the character sheet each only requires a checkmark because you use the general skill’s modifier to perform any specialties you know, so it would look something like this (except that I forgot to include a space for MAR):


