The struggle for freedom on every front.
New skill sheet
(work in progress)
|Combine Balance & Tumble||Combine Climb, Jump, and swim||Combine Appraise & Bargain|
|As D&D & Fast Talk||Conceal & Sleight of hand||Includes from CoC: Art, Electr. Repair, Mech. Repair, and Photography|
|As D&D||As CoC||As CoC|
|As D&D(Needs work)||Examples of: Anthropology, Archaeology, Astronomy, Biology, Chemistry, Natural History, Occult||As CoC/Open Lock DnD|
|Combine Listen, Spot(Base 25%?)||Diplomacy & Persuade||Examples of: Accounting, Detective, Doctor(combine medicine and pharmacy), Lawyer, Programer/Hacker(Combines Computer Use|
|Psychoanalysis||Operate Vehicle||Research [jm likes]|
|First Aid for Brains, As CoC||Pick a general type of vehicle||Computer use for information searches, Gathering Information(Maybe?), and Library Use|
|As D&D||Psychology & Sense Motive||Combine Hide & Move Silently(A bit strong but reduces the amount of rolls that have to made)|
|Navigation & Survival||As CoC||As D&D|
|This needs some sort of work, Jim’s got good ideas here|
|Heavy Weapons||Martial Arts||Small Arms|
|Covers things like machine guns||Unarmed fighting||lump all small arms together: Handgun, Rifle, SMG, Shotgun|
|As CoC||Pick something like Sword, Bow, Quarterstaff||As CoC|
|combine fist, kick, etc.|
Excellent point, TCB! If we reduce the total number of skills but don’t reduce the number of skill points starting characters get, it will break the game. We will need to count up when we’re done to make sure we keep the balance. But keep in mind, skills such as “Knowledge Archaeology” and “Knowledge Anthropology” are still 2 separate skills.
Regarding combining of skills, we have to be careful. For example, in D&D a sneaky rogue must put points into both Hide and Move Silently. If we combine those into a single “Sneak” skill, the rogue has more points to play with now and has just become more powerful.
In short – combining a rarely used skill with a commonly used one is probably okay. But combining two commonly used skills is dangerous.
[TCB] New: I have mixed feelings overall about having selected knowledge, crafts AND cutting combat skills and weapons skills. The reason being that cutting away to many skills will break CoC (Unless we are switching to totally a D20 CoC then it can be done.) To little skills to spend points in will create overlap of skills as well as making things more general in conjunction with less skills will create OP characters. I am not apposed to removing some skills, but looking at the math for this we have 330 points on average spread among 50 skills is about 5.7(Including dumb skills) or 6.6~ or so points for each skill. What we are proposing will cut skills by about 1/5th, possibly more depending on how many knowledge slots we are allotted. The points now allotted goes up to about 8.25~ meaning that we can almost be familiar with everything that the games aloud. This is reaching the boarder before the game becomes un-playable in my opinion. This is not including that some skills already have a high base percentage, such as fist, climb and first aid. Its now at 8.91 about where I would declare it most-likely broken.
If we come up with ways to shorten the skills, we might also need to do a buy in for the more points you put into something 30 points past its base (just as a example)
Food for thought
[jm] NEW: Basically, I like your idea, Andy. Comments below
Diplomacy should be renamed to Persuade, and should not include Bargain.
Appraise is not going to be valuable in CoC; but Appraise+Bargain would be a useful dual-skill.
Bluff is As D&D+FastTalk. Maybe that is already implied.
Drive/Pilot/Ride becomes Operate Vehicle with a chosen type.
Perception: like it being a real skill. What is the base?
Navigate and Survival overlap across the rules. Perhaps these become one skill.
I do like Track being separate from Survival!
Locksmith or Open Locks is missing from the list. Any other missing skills?
Sneak != Conceal.
Sneak = Hide + Move Silently
Is Sleight of Hand palming something or lifting something? If the former, it could go under Conceal. If the latter, it could go under Bluff with a DEX modifier of some sorts.
Intimidate rules in D&D need to be fixed. Base on Size, or Strength, or maybe Damage Bonus. Then again, some small folk can intimidate quite well using POWER.
Swim as a single skill sucks. It needs to combine with something.
I would put all the unarmed hand-to-hand combat under martial arts and just have it follow the normal combat rules. Martial arts as it stands in CoC is at once both overpowered, for the double damage without having to roll an impale, and useless as a skill. Combining Fist/Punch, Kick, Headbutt, and Martial Arts all into one skill would eliminate a bunch of annoyingly useless skills and bring Martial Arts inline with the other combat skills for power.
When I was talking about using the D&D skills with the CoC rules I was thinking that it would both add a lot of needed skills and take care of a bunch of skills that aren’t really needed on the character sheet. A bunch of the skills fit into the category skills in D&D, by category skills I mean Craft, Knowledge, and Profession, the ones you have to pick a type with. So instead of having Accounting on the sheet you would have Profession and one of the professions you could pick would be Accountant. Anthropology would be under Knowledge (Anthropology).
New skill sheet suggestion
|As D&D||Combine Balance,Climb, and Jump||As D&D||Includes from CoC: Art, Electr. Repair, Mech. Repair, and Photography|
|As D&D includes Bargain||As D&D||As CoC||Pick a general type of vehicle(Is there a better name for this skill?)|
|As D&D||Examples of: Anthropology, Archaeology, Astronomy, Biology, Chemistry, Natural History, Occult||As CoC||Combine Listen, Spot|
|Examples of: Accounting, Detective, Doctor(combine medicine and pharmacy), Lawyer, Programer/Hacker(Combines Computer Use||As D&D||As D&D||Combine Conceal,Hide, Move Silently, Sleight of Hand|
|As D&D||As D&D||As CoC||As D&D|
|This needs some sort of work, Jim’s got good ideas here|
|Heavy Weapons||Martial Arts||Small Arms||Grapple|
|Covers things like machine guns||Unarmed fighting||lump all small arms together: Handgun, Rifle, SMG, Shotgun||As CoC|
|Pick something like Sword, Bow, Quarterstaff|
New skill total: 26 + a lot of specialities in the category skills
|Decipher Script||Biology||Biology CoC|
|Disguise||Computer Use||Computer Use|
|Gather Information||Credit Rating||Credit Rating|
|Handle Animal||Cthulhu mythos||Cthulhu Mythos|
|Hide||Dodge (Dex x2)||f|
|Knowledge (Religion)||Fast Talk||m|
|Open Lock||Library Use||m|
|Sleight Of Hand||Natural History||m|
|Survival||Opr. Hvy. Mch.||m|
|Tumble||Own Language (Edu x5)||f|
|Use Magic Device||Persuade||m|
How to navigate
- something that both Call of Cthulhu & D&D have in common (please keep in mind it will look like this *)
< & or > = what will be used (the greater being the one we use)
+ is the larger definition and – is the lesser IE Ball+ Baseball-
[text in here] is rules that are specific to the skill
(text in here) is explanation and clarification
D&D = D&D skills (duh) CoC = Call of Cthulhu (also duh)
place skill hereare things that will be removed from the game entirely.
Any comments, changes or concerns please do at the bottom, name next to changes with /Name/ on it with explanations and clarification.
It will start on the Call of Cthulhu Character sheet in alphabetical order, what follows for that class will not be in alphabetical order (I hope everyone understands, this was difficult to do without this kind of system, if you have issues please contact me /TCB/)
- Accounting CoC
AnthropologyCoC < +History CoC (Anthropology will be axed and replaced with general History you can specialize in like Dart)
- -Archaeology CoC < +History (may or may not be axed like anthropology)
- Bargain CoC
- Biology CoC
- +Chemistry CoC > – -Pharmacy- CoC (will take the roll of pharmacy as well as chemistry)
- * Climb
ConcealCoC – -Move silently- D&D – -Hide- CoC Sneak CoC (will all be encompassed under sneak)
- Credit Rating CoC
- Cthulhu mythos CoC
- * Disguise
- Dodge CoC
- Drive CoC
- Electric repair CoC
Fast talkCoC – -Diplomacy- D&D <+persuade>< +Perception [Will have a maximum amount based on average Pow and INT]
- Martial Arts CoC
- Mech. Repair CoC
- Medicine CoC
- Natural History CoC
NavigateCoC – -Track- CoC <+survival>< +Drive (this is debatable, but in a effort to crunch things together, a skilled driver should know how to drive many things)
- Other Language CoC
- Own Language CoC
- Photography CoC
PhysicsCoC (A intelligence and education roll/average)
- Pilot/Drive Aircraft CoC
- Pilot/Drive boat CoC
- *+Psychology CoC > – -Sense motive- D&D
Spot HiddenCoC < +Search D&D
- Machine Gun
Fist– -Kick- – -Head- (replaced with combative)
Original total of skills, 57
New total 36