Thanks for digging into the numbers like this Joe Steel, it's very helpful.
There's a
In general, I think that's right. Take, um, astronomy as an example. Going from 0 to 1 is a much bigger change than going from 1 to 2.This means that any player trying to maximize their chances will always seek the path that gives them the +1 in the most skills, even though that's not how we really live our lives. Going from 0 to 1 in any skill at all, regardless of profession, is overwhelmingly more important than going from 1 to 2 in any skill related to a profession.
There's a
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that you may be interested in. This is from the skills section:Unskilled. A character without any rating in a skill is "Unskilled". If they try and use the skill, they do so at a -4 penalty to their d10 roll. Example: a character with no rating in the "Ride Motorbike" skill has never or hardly ever ridden a motorbike.
Level 0: Rookie. The character has basic familiarity with the skill. Example: a character with Ride Motorbike (0) has enough motorbike experience to pass a motorcycle test. People have this level of skill in their hobbies, their secondary job functions, or professional skills that have gone rusty.
Level +1: Professional. The character has had at least 6 months of practical experience using the skill. Example: a character with Ride Motorbike (+1) has been a biker for at least 6 months. The average person has this rating in the main skills they use to make their living, and in their main hobby.
Level +2: Veteran. The character has extensive practical experience and holds some position of authority or accomplishment based on this skill. Example: a character with Ride Motorbike (+2) might race motorbikes, or be a police motorcyclist, or a civilian instructor. The average manager or instructor has this level of skill.
Level +3: Elite. The highest level of skill a randomly generated NPC might possess. This character is so accomplished that others seek out and accept his advice. Example: a character with Ride Motorbike (+3) might be a champion racer, or a police instructor. Few people reach this level of skill in any discipline.
Level +4 to +7: Expert. NPCs this skillful are too rare to be encountered randomly. They are acknowledged experts in their field and may have written books or appeared on TV about it. Example: a character with Ride Motorbike (+4) or greater could be such an accomplished racer that they appear on sports TV as a pundit.
Level +8 to +10: Legend. Characters at this level are the great talents of their generation and the masters of their field. Examples of characters with Ride Motorbike (+8) or higher: Joey Dunlop, Valentino Rossi.
The reason for the -4 is that someone who actually has training or experience in a task shouldn't just have an incremental advantage over a total novice. Without it, someone with Coordination +1 would be just as good a shot as an agent who'd completed CIA field officer training at Camp Peary; that doesn't seem right.This problem would not arise if skills just added their level to the die roll and a skill level zero was just one that added nothing.
One of the things I'm trying to capture is the pen-and-paper RPG vibe, so complex skill rolls are a part of that. In general I think the extra effort is probably worth it. If we over-rely on the RNG then the player's choices in crafting their character get devalued.The problem with "dueling skills," while I like the idea a lot, is that you'd have to establish skills for the target all the time. I'm content with the RNG telling me that the prof was skilled enough to detect the MC's line of bullshit; it doesn't matter to the story whether the MC failed because the prof had a good bullshit detector, or was gay and thus not swayed by the sexy dress, or was just tired of coeds trying to weasel a better grade. If you want to randomize the reason for failure in the outcome report for "flavor" purposes, that would work and would be a lot easier than establishing skill levels for every RNG target.