Automatic success for certain special skill values

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Slloyd14
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Automatic success for certain special skill values

Post by Slloyd14 » Thu Nov 06, 2014 8:11 pm

It's touched upon in the books, but it can be expanded that characters with certain numbers in a special skill do not need to roll to perform certain tasks. This is covered in certain places (If you have a Magic Lore of 1, you can use scrolls. Skill + armour determines which armour you can wear, having a language skill of 4 makes you fluent and if you have natural mage, you can cast spells with a cost below your magic skill automatically).

So what other automatic successes can you get? This might be important when you start with a low skill so rolling 2 dice still has a low chance of success. It will also speed up the game. Rather than rolling, you just have to check your scores.

working on the basis from the sourcebook that 1 is basic training, 2 is fully trained (and most people you meet will have 2 in a special skill for their profession), 3 is an expert (so someone who has spent a long time on a craft) and 4 is a master (so finding someone with a 4 or more in a skill should be quite hard).

Magic Lore - This allows players to identify magic items. Maybe a rule could be that players can identify items and spells with a level equal to the player's Magic Lore skill (so 1 point allows them to identify magical sundries, use scrolls and identify 1 point spells being cast).

Second Sight - Some kind of ranking of what can and can't be seen?

Craft - a character can earn money proportional to their craft skill. Bargain, Stewardship, Con, Evaluate and Etiquette may be factors too.

Movement skills - if the heroe is not encumbered, then maybe heroes with a movement skill of 1 or more should be able to do most simple feats without risk. E.g swim across a calm river, climb a tree, walk across a log.

fishing, hunting and terrain lore: This might overlap with the survival talent, but maybe the hero can find a number of meals proportional to their relevant skill with a certain amount of time devoted to the activity.

Combined attempts: Maybe several heroes could 'pool' their skill points to solve a problem. Say they want to work out what they know who the head of the thieves' guild in Chalice is. They could all talk about the city amongst themselves and if they have a combined City Lore - Chalice (+World Lore?) of 6 or more, they can work it out for example.

Any other suggestions?
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torus
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Re: Automatic success for certain special skill values

Post by torus » Sat Nov 08, 2014 9:19 am

I would often roll anyway as the score gives an idea of how well the player has succeeded, rather than just success/fail. Also there's always the option of a fumble..

Purplebroccoli
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Re: Automatic success for certain special skill values

Post by Purplebroccoli » Mon Jan 26, 2015 7:37 am

Just about any task when there's no time pressure or anything interesting that could come from failure. In Pathfinder I think they call it Take 20 (a roll of 20 from their D20 rolls). Meaning, given time, you can succeed. So let's say you've got a special skill Craft - Shipbuilding. You need a long ship. (Note that I personally don't know how long it takes to build ships) With a skill of 1, you might take say 15 months days to do it. A skill of 2 would take 12 months, skill 3 would be 9 months, skill 4, 6 months. If you're in a hurry, you might roll to see if you can get it done faster.

Mr Nibbs
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Re: Automatic success for certain special skill values

Post by Mr Nibbs » Tue Jan 27, 2015 2:02 am

Automatic success should never be assumed. A sneaky gm will want to know whether the timber for the ship is available, have you got the right tools, do you have enough rope for the rigging and what will you use for a sail. And watch out for the warpstone! ;o)

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