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Other Games, Development, & Campaigns => Design, Development, and Gameplay => Topic started by: Kyle Aaron on March 07, 2008, 01:25:30 AM

Title: Attributes vs Skills
Post by: Kyle Aaron on March 07, 2008, 01:25:30 AM
One thing that's always a difficulty in game design is the relative weight of attributes and skills.

Talent or experience, which is more important?

For example, Classic Traveller had attributes ranging 2-12, and skills of 0 to usually not more than 3 or 4. So it was about 75/25 weighting in favour of attributes. Your raw talent mattered more than your learned skills.

Whereas old Rolemaster had attributes give bonuses of -25 to +25. You'd naturally choose skills which matched your attributes or vice versa, so you'd find in practice the attribute bonuses were 0 to 25. Each "rank" in a skill gave you +5, so that at level 1 you'd have +10 or so in a skill, but by level 5 you might have +50. So in the beginning, attributes were about 50/50 with skills, but as the character became more experienced, skills had a stronger weight than skills.

The old World of Darkness rules had rolls almost all being attribute + skill, and both ranged from 0 to 5, so that it was 50/50.

The relative weight of attributes and skills is important because it flows on to other things. If attributes are as or more important than skills, then the system will usually say that attributes are difficult or impossible to improve, simply for game balance; if we have 6 attributes and 120 skills, and attribute levels affect the total as much as does the skill level, obiously players will try to improve attributes. So the attribute/level balance affects how xp are awarded or spent, and so on.

What then should be the relative weight of attributes and skills? Should one be harder to improve than the other?
Title: Attributes vs Skills
Post by: flyingmice on March 07, 2008, 02:16:52 AM
I've always held that skills are more imnportant. You know my games and how I handle it, so no surprise there!

-clash
Title: Attributes vs Skills
Post by: Kyle Aaron on March 07, 2008, 02:39:25 AM
My instinct is that talent is more important for amateurs, and skill more important for the experienced.

You see this in any kind of learning environment. There are some people who get the idea right away and really shine, but if everyone sticks to the course, a couple of years later you can't tell the talented ones from the untalented who worked hard.

In game terms you'd simulate this by having the range of attributes and skills be the same, so that attributes are more important to low-skilled characters, and skills rise to match them.

Or else you could have it that when people get a new skill, rather than starting it at level 1, it starts at a random 1d6 or whatever.

By the way, Clash, isn't there a draft rpg of mine you were going to look over about four months ago? I'm thinking about it again, thus this thread.
Title: Attributes vs Skills
Post by: John Morrow on March 07, 2008, 03:25:51 AM
Quote from: Kyle AaronMy instinct is that talent is more important for amateurs, and skill more important for the experienced.

Yes, but the amount that talent matters for beginners pales in comparison to how much skill matters for the trained.  In other words, talent might differentiate amateurs because they have no skill but all of the natural talent in the world isn't going to help them compete against someone who is trained, even if the trained person has only moderate talent.

Would you rather get in a car with a dextrous child who has never driven before or a person of moderate dexterity that's been driving a while?  If you had a question about a historical event, would you ask a smart kid who never took a history class or a person of only modest intelligence who has studied history?  And untrained combatants usually get their heads handed to them by soldiers and police officers who have actually had combat training.

Personally, I prefer the Fudge model, where attributes and skills are separate.  The way I deal with your untrained but talented vs. trained division is to look at the task being attempted.

If the task is something that an unskilled person can do, then they get to roll against their attribute but a skilled person doesn't need to roll.  They just succeed.  

If the task is something that requires skill, then the person without the skill rolls at an unskilled level on their skill roll and their attribute doesn't factor in.

For example, an unskilled person might be able to drive a car without crashing in a simple situation so they'd get an attribute roll but a person skilled in driving doesn't need to roll to not crash in a simple situation.  But an unskilled person can't normally do heart surgery so they'd roll will an unskilled penalty on their surgery skill.  In combat, two unskilled people can smack away at each other making attribute rolls but once a skilled person gets involved, then they need to make a skill roll at an unskilled level.

Quote from: Kyle AaronYou see this in any kind of learning environment. There are some people who get the idea right away and really shine, but if everyone sticks to the course, a couple of years later you can't tell the talented ones from the untalented who worked hard.

I've seen it argued (and have experienced) that sometimes the talent actually creates problems because people will get by with their talent for a long time without really learning the skill.  But I think the more telling example is the one that I made above.  The people in the learning environment will be blown away by those people, years later, who have the skill and experience.
Title: Attributes vs Skills
Post by: Kyle Aaron on March 07, 2008, 03:47:05 AM
So you're saying that if it were Attribute + Skill in a system, you'd make it something like 25% attributes and 75% skill?

As I see it, you could accomplish that in two ways. You could have attributes on a smaller range than skills, for example 0 to 3 vs 0 to 9. Or you could have them on the same range, but make improving attributes several times harder than improving skills, for example both range from 0 to 9, but to improve an attribute costs the new level in xp, while improving the skill always costs 1xp.

Oh, and no-one is going to accept a system where if your attributes are higher you learn more slowly than someone whose attributes are low. It might be realistic, but no-one would accept that. :)
Title: Attributes vs Skills
Post by: Premier on March 07, 2008, 07:44:37 AM
I think you can't make a generic statement that one way is inherently better than the other. It largely depends on what feel you want for the game in question.

For instance, imagine a pulpy, heroic game of high adventure. Dr. Wisconsin Jones in engaged in a firefight with Nazis, and he runs out of ammunition for his revolver. He grabs a Glock or a submachinegun off a dead Nazi and carries on fighting. Now, a system which emphasises skill over attribute would result in him becoming totally incompentent, since he doesn't have the appropriate skill for these firearms. However, that's not pulpy, not heroic and not adventurous, so in this case the system is built wrong for the genre. Similarly, if Dr. Jones is once established to be good at flying fighter planes, it can be expected in this genre that he'd also be good at flying large passenger liners or driving cars, even if he never really had any formal training in it.

On the other hand, you might have a highly realistic, gritty spycraft game, where you might want to place much greater emphasis on skills - realistically, bugging an embassy with microphones, installing a Trojan Horse on a computer and restoring data integrity on a heavily damaged data carrier would require completely different kinds of training, and no one could have enough affinity with electronics (as represented by some ability) to be competent in all this without actual experience.
Title: Attributes vs Skills
Post by: Kyle Aaron on March 07, 2008, 08:03:44 AM
Quote from: PremierIt largely depends on what feel you want for the game in question.
That's obvious. My questions here really are two: what's realistic? what makes sense?

Realism doesn't always make sense. I knew a guy who broke his ankle stepping off a curb, and there have been people who won the lottery two weeks in a row. Anything which has really happened must by definition be "realistic", nonetheless those sorts of things just don't make sense to people.

Quote from: PremierDr. Wisconsin Jones in engaged in a firefight with Nazis, and he runs out of ammunition for his revolver. He grabs a Glock or a submachinegun off a dead Nazi and carries on fighting. Now, a system which emphasises skill over attribute would result in him becoming totally incompentent, since he doesn't have the appropriate skill for these firearms.
Not necessarily. It's possible to have a system based on attribute + skill, but allow that skills default to one another; if you have X in one skill, you might have X/2, or attribute +1, in another related skill.

The question then becomes "what's a related skill?" How close do they have to be for you to say they're related? In most games their relation is inversely proportional to the number of unique skills there are. If there are just 20 skills, often there won't be relative defaults, since they already describe quite broad ranges of things; if there are 200 skills, there'll often be many defaults, since each skill covers a narrow area and it's not likely the party will have all of them.

The point is that skills can default from other skills as well as from attributes, so the issue of characters being able to try things they don't have direct skill in isn't necessarily that serious.
Title: Attributes vs Skills
Post by: flyingmice on March 07, 2008, 10:41:58 AM
Quote from: Kyle AaronMy instinct is that talent is more important for amateurs, and skill more important for the experienced.

You see this in any kind of learning environment. There are some people who get the idea right away and really shine, but if everyone sticks to the course, a couple of years later you can't tell the talented ones from the untalented who worked hard.

In game terms you'd simulate this by having the range of attributes and skills be the same, so that attributes are more important to low-skilled characters, and skills rise to match them.

Or else you could have it that when people get a new skill, rather than starting it at level 1, it starts at a random 1d6 or whatever.

By the way, Clash, isn't there a draft rpg of mine you were going to look over about four months ago? I'm thinking about it again, thus this thread.

Yes... four months ago... where I was preparing to release IHW:Aces And Angels (203p) and Sweet Chariot 2 (303p) within three weeks of each other? That four months ago? Possibly... :O

Sorry, Kyle! I was in Feverish End-Mode writing, editing, and painting right about then! I will surely look it over now that I'm in Feverish End-Mode on IHW:Wild Blue. :D

-clash
Title: Attributes vs Skills
Post by: flyingmice on March 07, 2008, 10:43:30 AM
Quote from: John MorrowIf the task is something that an unskilled person can do, then they get to roll against their attribute but a skilled person doesn't need to roll.  They just succeed.  

If the task is something that requires skill, then the person without the skill rolls at an unskilled level on their skill roll and their attribute doesn't factor in.

For example, an unskilled person might be able to drive a car without crashing in a simple situation so they'd get an attribute roll but a person skilled in driving doesn't need to roll to not crash in a simple situation.  But an unskilled person can't normally do heart surgery so they'd roll will an unskilled penalty on their surgery skill.  In combat, two unskilled people can smack away at each other making attribute rolls but once a skilled person gets involved, then they need to make a skill roll at an unskilled level.

That's the method I use, to a T, John.

-clash
Title: Attributes vs Skills
Post by: flyingmice on March 07, 2008, 10:45:00 AM
Quote from: Kyle AaronThat's obvious. My questions here really are two: what's realistic? what makes sense?

Realism doesn't always make sense. I knew a guy who broke his ankle stepping off a curb, and there have been people who won the lottery two weeks in a row. Anything which has really happened must by definition be "realistic", nonetheless those sorts of things just don't make sense to people.


Not necessarily. It's possible to have a system based on attribute + skill, but allow that skills default to one another; if you have X in one skill, you might have X/2, or attribute +1, in another related skill.

The question then becomes "what's a related skill?" How close do they have to be for you to say they're related? In most games their relation is inversely proportional to the number of unique skills there are. If there are just 20 skills, often there won't be relative defaults, since they already describe quite broad ranges of things; if there are 200 skills, there'll often be many defaults, since each skill covers a narrow area and it's not likely the party will have all of them.

The point is that skills can default from other skills as well as from attributes, so the issue of characters being able to try things they don't have direct skill in isn't necessarily that serious.

You also have the strange "Lots of broad skills that overlap" concept... :D

-clash
Title: Attributes vs Skills
Post by: jibbajibba on March 07, 2008, 11:30:51 AM
I think the best compromises I have seen are where the skill is made up of a base level formula from your attributes added to a skill points.
My favourite example of this and one that always most heavily influences my own games is the old FGU system ( Davedevils, Aftermath, Flashing Blades etc)  So handgun base skill is say (Dex x 2 ) % (dex ranging say 2 -20). More complex skills say First Aid might be (Int+ Dex) and hard skills might come out like Computer Use (Education + Int)/2 etc etc. FGU games also had talents which were a range of secondard attributes ranging I think from +5 to -5 which were added into formulae.

Now I think it is useful to look at use of skills in reality. Take a skill like Computer Programming. Someone with zero training in Computer programming simply can not program zero chance. Someone can learn to be a competant programmer in a year. People who have a more logical mind (not necessarily higher inteligence but for game purposes an attribute that could be considered intelligence) quickly outpace those that are less able.
We could create this in a game sense by saying a skill increases in blocks a point 'spent' in a skill give you so much benefit in it. Ideally the more logical mind should get more skill for the expenditure of lesspoints. Its like in college 2 guys can get As on a JAVA course but one guy has been studying 5 hours a day for 6 months and the ohter guy spends 3 hours a week. (this is also true for sports although the base attribute 'sportiness' is often put into Dexterity and Stength, largely do to the attributes Gygax chose at the outset) .
The next point is at eh top end of the scale to be come a competent programmer is reasonable easy to become a great programmer (or althete) is much harder. The difference in real skill between competant and great in terms of the spectrum from none to great is actually small, You could probably use the 80/20 rule for it. A competant 100 meter runner might do 12 seconds a world class 100 meter runner is 20% better. In the same way i can give a competent coder a task, write an API to do x and they will deliver it in a week. A great programmer will stil take a week but the code might be faster, better error checking, self healing whatever ...
Then there is the topic of failure. Its usually quite hard to fail stuff. In a technical situation it usually just takes longer (if you are competant) or its new to you.in a physical situation you need to define failure. Its hard to miss a tree trunk with a baseball bat. Its hard in a fight to miss a guys head with a punch. Its easy to miss if he is moving or if you are trying to hit a baseball fast ball.
Finally you have the idea of links skills. Skills exist in trees. A java coder can probably debug some C++ code. A guy who can pilot a MIg can probably keep a 747 in the air (may be not land it). If you can use a rapier you can certainly use a Small sword.

So the 'perfect' balance for me would be one where Skills were arranged in trees; skill progression was based on attributes; Skills levelled off at about 80% such that further increase was slow; standard skill checks were automatic; conflict/resistance would be the main result of skill failure.

I would say from a Game balance perspective that if you randomise Attributes you have to weaken the link into skills or its a double whammy for the unfortunate player that rolls 3 dex...
Title: Attributes vs Skills
Post by: John Morrow on March 07, 2008, 01:03:52 PM
Quote from: Kyle AaronSo you're saying that if it were Attribute + Skill in a system, you'd make it something like 25% attributes and 75% skill?

What I'm saying is that I prefer a system where attributes and skills are distinct things and if attributes need to contribute to skills, I prefer that they do it like in at least some versions of GDW's House System where it's cheaper to buy levels in a skill that's at or below your attribute level than above.

If a system does need to combine attributes and skills, then, yes, I think that 25% or even less is the way to go.  The Hero System divides attributes by 5 before adding them to skills such that attributes normally add only +1 to +4 to a skill base for a normal person.  In Traveller, certain skills had a +1 bonus only for exceptional attributes.  That's the sort of thing I prefer.  

Simply adding attribute to skill creates all sorts of problems, especially dealing with min-maxing.  Years ago, someone called it the "double point effect" meaning that if there are two ways to buy a value in something and the two components don't have the same cost, there will always be an optimal and suboptimal way to create characters.  And that leads to the complaint in GURPS that gifted amateurs are cheaper than skilled normals, or at least they were before 4E.

I think it's not only "realistic" in many cases (though different skills can work differently enough that it's often possible to find an example that supports just about any model) but it helps with niche protection by giving an advantage to characters who actually take the skills rather than letting gifted amateurs do as well.

Quote from: Kyle AaronAs I see it, you could accomplish that in two ways. You could have attributes on a smaller range than skills, for example 0 to 3 vs 0 to 9. Or you could have them on the same range, but make improving attributes several times harder than improving skills, for example both range from 0 to 9, but to improve an attribute costs the new level in xp, while improving the skill always costs 1xp.

Well, Hero System divides and d20 essentially does, too, by giving a +1 for every 2 attribute points.  The problem with using different scales is that it becomes difficult to use the same mechanics for an attribute or a skill roll if that becomes desirable for some reason, because the odds will be different.  The problem with the same scale without division is that if the attributes get high enough, they make it possible to create incredibly powerful characters spending only a modest amount of attention on skills.

Quote from: Kyle AaronOh, and no-one is going to accept a system where if your attributes are higher you learn more slowly than someone whose attributes are low. It might be realistic, but no-one would accept that. :)

Well, like I said, the House System does the opposite (it's harder to learn a skill once you exceed the governing attribute) as a substitute for combining the to together and I think that's a pretty nifty solution if the goal is to make them relate to each other.
Title: Attributes vs Skills
Post by: John Morrow on March 07, 2008, 01:17:05 PM
Quote from: jibbajibbaMy favourite example of this and one that always most heavily influences my own games is the old FGU system ( Davedevils, Aftermath, Flashing Blades etc)  So handgun base skill is say (Dex x 2 ) % (dex ranging say 2 -20). More complex skills say First Aid might be (Int+ Dex) and hard skills might come out like Computer Use (Education + Int)/2 etc etc. FGU games also had talents which were a range of secondard attributes ranging I think from +5 to -5 which were added into formulae.

You need to be careful about averaging multiple attributes into a skill because the more numbers you average (starting at 2, but some games do more), the more likely the result of that averaging will be some medium value every time unless players can afford to peak both attributes (which often isn't the case and raises other issues).  So if I average Dex and Int, then the Wizard with the 2 Dex and 10 Int averages to 6, the Warrior with a 10 Dex and 2 Int averages to 6, the Rogue with the 8 Dex and 6 Int averages to 7, etc.  Not enough variance, in my opinion, to justify the overhead.

Quote from: jibbajibbaSo the 'perfect' balance for me would be one where Skills were arranged in trees; skill progression was based on attributes; Skills levelled off at about 80% such that further increase was slow; standard skill checks were automatic; conflict/resistance would be the main result of skill failure.

I think that's a pretty good list though I think that in practice trees create a lot of headaches because the relationship between two skills often isn't clear or easy to represent in a tree and trying to force things to fit into a structure that don't really fit can create worse problems.  There is a middle ground between trees and no relationship in things like the synergistic bonuses that D&D 3.5 grants for having related skills at a certain level.

As background, my group used to play games almost exclusively with homebrew rule systems and in the course of designing and tuning those systems, we tried all sorts of approaches to these things, including a few that we laugh about now (e.g., when we went through our attributes and sub-attributes phase, we broke out Perception into the 5 senses).  And in the course of doing that, I learned that creating a structure for things like attributes and skills can create a tail wagging the dog situation where instead of picking and naming attributes and skills because the game needs them and they'll work well in play, it becomes an exercise in making it fit and filling in the blank.  For example, if you break your attributes into Mind, Body, and Spirit, you might naturally need 2 Mind attributes, 3 Body attributes, and 1 Spirit attribute but when you go for symmetry, you'll wind up making up 1 Mind and 2 Spirit attributes that you really don't need and will have to shove things like Perception, which has a mental and intuitive component, arbitrarily under either Mind or Spirit.  So I'm very wary of trees, hierarchies, and symmetries because I've seen what they did to our homebrew design efforts.
Title: Attributes vs Skills
Post by: HinterWelt on March 07, 2008, 02:00:51 PM
To address the OP, mechanically, you can obtain any balance you want via abstracting your modifiers from your stats. You probably know this but it just seemed the easiest solution.

For Iridium, this is the way I went. Essentially, levels add a +3 to those skills in your profession reflecting they are used more often. You receive a +2 for those outside your profession. At lower levels, the bonuses from stats are much more important. At higher levels, the level mods become the only wayto become truly exceptional. It breaks down like this.
1. Skill ranks: each rank someone takes gives diminishing returns. Progression is: 40, 60, 70, 75, 90,82, 84, 86, 88, 90, 91, 92...

2. Each level gives you +3 for in class skills, +2 for outside class. For a 4th level fighter, Targeting (Short Sword) with 3 ranks would be 82%. For a thief, it would be 78%.

3. Stats usually give -20 to +20 to a skill. So, the same above example would be 102% vs 98%.

The gap widens slight with higher levels. I have been toying with the idea of making the level bonus +4 for in class skills with Iridium V2. Still, you get the idea.

Part of it is what your interpretation of "Realistic" is. Genre emulation or modeling of every possible real world outcome or modeling studies of learning behavior? Personally, I think any true modeling of real world learning methods would also need a method of "forgetting" unpracticed skills, learning by practice, incorrect learning by practicing the wrong methods, and instruction education. It would be a fantastically complex system that tracks actions, the number of times an action is performed, the time since you last used a skill, a series of overlapping skills (I am a decent carpenter but have never installed made a bow, a specialized skill of working with wood). Not saying it is impossible but at some point you have to ask if it is worth it.

Bill
Title: Attributes vs Skills
Post by: arminius on March 07, 2008, 03:08:56 PM
Quote from: Kyle AaronNot necessarily. It's possible to have a system based on attribute + skill, but allow that skills default to one another; if you have X in one skill, you might have X/2, or attribute +1, in another related skill.
True, but mathematically, I think this just works out to the equivalent of having an intermediate quality, let's call it aptitude, between attributes and skills. Narrower than attributes, wider than skills, easier to raise than attributes, harder than skills.

I pointed more or less in this direction when I started a thread on skill growth by cluster (http://www.therpgsite.com/forums/showthread.php?t=8495&highlight=cluster).

If you're looking for realistic, I also think you should consider that some things we think of as "attributes" in the RPG world are really only a measure of the correlation of groups of related skills--"strength" is a raw quality, dexterity and intelligence less so. So you might simplify the issue by first trying to take "attributes" out of the equation--not permanently but as an exercise. (They're a useful abstraction.)

E.g. ask, if someone has a given learning curve for studying/practicing skill X in isolation, what does that say about their learning curve for skill Y in isolation? And if a person actually has skill P at a certain level, what would their ability with skill Q be, approximately, even if they're never studied it?

On another tack, attribute + skill isn't the only way to consider the interaction. E.g. in Harnmaster skills are skills, but if you have high related attributes you'll start at a higher skill and progress faster.
Title: Attributes vs Skills
Post by: flyingmice on March 07, 2008, 03:15:10 PM
Quote from: Elliot WilenOn another tack, attribute + skill isn't the only way to consider the interaction. E.g. in Harnmaster skills are skills, but if you have high related attributes you'll start at a higher skill and progress faster.

It is for the purposes for which Kyle started this thread. He should have said "Assume Stat+Skill. What is the best balance between them?"

-clash
Title: Attributes vs Skills
Post by: HinterWelt on March 07, 2008, 03:27:48 PM
Quote from: Elliot WilenTrue, but mathematically, I think this just works out to the equivalent of having an intermediate quality, let's call it aptitude, between attributes and skills. Narrower than attributes, wider than skills, easier to raise than attributes, harder than skills.

I pointed more or less in this direction when I started a thread on skill growth by cluster (http://www.therpgsite.com/forums/showthread.php?t=8495&highlight=cluster).
And that is kind of what I did with Iridium Lite.

Bill
Title: Attributes vs Skills
Post by: Haffrung on March 07, 2008, 03:29:40 PM
I've been thinking about this same matter recently, and here's my take on it:

At start: Attributes 70/ Skill 30

Experienced: 50/50

Mastery 30/70

So for the neophyte warrior, the Combat Rating is Str (3) + Dex (2) + Sword skill (2) = 7.

Once our neophyte becomes an seasoned warrior, his Combat Rating is Str (3) + Dex (2) + Sword skill (5) = 10.

The CR for a master swordsman is Str (3) + Dex (2) + Sword skill (9) = 14.
Title: Attributes vs Skills
Post by: John Morrow on March 07, 2008, 04:22:38 PM
One other thing that I've experimented with that worked pretty well, but was a bit rigid in practice, was generating attributes based on skills.  That came from the question of whether a gymnast start out dextrous and learns gymnastics or becomes dextrous because they know gymnastics, thus the more dexterity skills a character had, the more dextrous they'd become, the more intelligence skills a character had, the intelligence they would become, and so on.  Not attribute + skill but another way to deal with the relationship between the two.
Title: Attributes vs Skills
Post by: arminius on March 07, 2008, 05:20:11 PM
Yeah, that's what I'm talking about John.

Clash, you're right, unless Kyle's interested in looking at other models, the HM approach is a digression.
Title: Attributes vs Skills
Post by: tellius on March 07, 2008, 08:55:05 PM
Quote from: Kyle AaronMy instinct is that talent is more important for amateurs, and skill more important for the experienced.

I am a firm believer in this idea actually. Most likely it stems out of the frustration at how other games handle it but none-the-less, it makes the most sense to me.

In the design that I have been fucking around with I have been essentially running with the fact that an average human (mediocre stats) that is highly skilled in an area (high skill total) should most often be better than an above average human (hero stats) who is skills light.

With that core idea in mind, it is a matter of making the numbers/mathematics/game mechanics work in your favour.

For the design I am working with, I average two stats and add the skill (in a vaguely old school Rolemaster way).

eg: Persuade: Stats are Charm and Logic.

Grand Vizier of Someplace is an average human but very skilled in Persuade. He has the ideal stat spread for average human, 3 in each stat. And his skill in Persuade is 7. Skill total: (3+3)/2 + 7 = 10

vs.

Dodgy Hero 1, he is a smart(arse) talky hero and has excellent stats, 5 and 5. But he hasn't focused on being smarmy, so isn't terribly skilled, 2. (5+5)/2 + 2 = 7.

Chances are the Grand Vizier is more persuading unless Dodgy Hero rolls well.

Incidentally I went down Haffrung's track of just adding the numbers together. But I found that this still made stat's overly important in our playtesting of the game. It became clear that it was a cheaper route to increase your stats instead of your skills thus players were spending their hard-earned in those areas. While I didn't want to limit the players in buffing their stat's (after all it is a Roleplaying Game where most of the time you want to play characters that are transcend the mundane), I felt it was moving too far away from that core idea that an average person could overwhelm a person who was not as skilled and that skills should be emphasised. Of course an average person against a hero who was similarly skilled would always lose out but I figured that was about fair.

... I just realised I am drivelling on a bit. Anyway I agree with your instinct and have gone as far as putting the framework together for my own game system around it. The weighting is very similar to what Haffrung has written out.
Title: Attributes vs Skills
Post by: Kyle Aaron on March 07, 2008, 11:22:13 PM
Quote from: jibbajibbaI think the best compromises I have seen are where the skill is made up of a base level formula from your attributes added to a skill points.
Yes, I forgot to mention in my original post that Harnmaster does that. Each skill averages three attributes, and you begin with a skill level as a multiple of that average. So of two warriors, one with Strength, Agility and Dexterity all 10, and the other with them all 12, both begin with Sword [5], but it works out to 50% for the first guy and 60% for the second.

Really I suppose that makes attributes and skills 50/50 in importance, since after that skills just improve 1% at a time.

Quote from: jibbajabbaNow I think it is useful to look at use of skills in reality. Take a skill like Computer Programming. Someone with zero training in Computer programming simply can not program zero chance.
This is why in some systems you have what I called in d4-d4 "anyone" and "specialist" traits. Anyone can pick up a sword and swing it; they will of course be nowhere near as good as someone with even a little training, but they can give it a go. But an untrained person will simply have no idea where to start with computer programming. So I said that some traits are "anyone" traits, everyone has a level of "ordinary" in them, and others are "specialist" traits, if you haven't trained, you simply have no idea where to start.

Quote from: jibbajabbaThe difference in real skill between competant and great in terms of the spectrum from none to great is actually small,
Yes, that seems to be true. But that little bit often makes a big difference in the end, it has a sort of multiplier effect. Just consider the different writing abilities of people on forums: setting aside personal taste for a moment, there are some people who write clearly and concisely and are a pleasure to read for pages, and there are others who you end up just scanning over. The absolute difference in ability is pretty small, but when it comes to reading them for hours, it really adds up.

I think the same's true of many skills. Over time, that one with higher ability will really stand out. For example, as a chef I'm good, quite competent - but I'm not great. If you have any single meal made by me and a great chef, you won't be able to tell the difference. But after many meals, the great chef is going to stand out clearly against me.

Quote from: jibbajabbaIn the same way i can give a competent coder a task, write an API to do x and they will deliver it in a week. A great programmer will stil take a week but the code might be faster, better error checking, self healing whatever ...

Then there is the topic of failure. Its usually quite hard to fail stuff. In a technical situation it usually just takes longer (if you are competant) or its new to you.
I think I handled this fairly well in "DAM Risk Dice". What I said was this: skill use is all Attribute + Skill, roll under total. Decide how many dice to roll, the number of dice tells us about your success.

Most systems require the GM to decide difficulty and perhaps the player gets to say how quickly they want the character to do it; the player rolls, and the GM tells them if they succeeded or failed. There'll usually be four levels of success:and the GM then has to interpret it, saying how well or quickly it happened. I tried reversing that. I see people at work and in their hobbies, and the fact is that once you have a basic level of competence, you can do just about anything in that skill, what varies is how well and quickly you can do it.

So I set up a sort of bidding grid, you'd decide how many dice to roll. You need 1 die rolling under the attribute + skill just to do the task at all. So if you roll 1d6 under attr+skill, then you do a mediocre and slow job - probably spending a lot of time looking things up. So for example if I have average education but no computer skills, I can just google up how to do html and figure it out, and do a slow and mediocre job of making a web page.

But after that there are two bunches of three squares. The first bunch is how quickly you do the job: quickly, very quickly, and lightning. So you could roll 2d6 under attr+skill, and if you succeed do a mediocre job, but a quick one. Or 3d6 and a mediocre job but very quick, etc.

The second bunch is how well you do the job: good, excellent, awesome. So you could roll 2d6, and if you succeed you do a good job but a slow one. Or 3d6 and an excellent job but a slow one, and so on.

Combining the two, the player could roll 3d6 and their character do a good and quick job, a mediocre and very quick one, or an excellent and slow one. Same with 4 and 5d6.

The attributes and skills went from 2-12, by the way, giving you some idea of relative chances - an average person (attribute 7) with no particular skill (0) could about half the time do a good but slow job, or a mediocre but quick one. One who was professional (skill 7) could do a good and quick job reliably, though they'd sometimes stuff up.

The player would decide how many dice to roll; they could play it safe and go for something relatively slow and mediocre, or they could take risks trying to do it well and quickly.

I just figure that given time, an average person can achieve almost anything - it'll just take a long time and not be very impressive. A talented (high attribute) person will have a better chance, as will a well-skilled person. What's challenging is doing things well and quickly. And that's where the professionals and the talented get to shine.

Quote from: jibbajabbaFinally you have the idea of links skills. Skills exist in trees. A java coder can probably debug some C++ code. A guy who can pilot a MIg can probably keep a 747 in the air (may be not land it). If you can use a rapier you can certainly use a Small sword.
Yes, and for this either you have lots of skills with lots of defaults, or a few broad skills, perhaps with specialisations.
Title: Attributes vs Skills
Post by: Kyle Aaron on March 07, 2008, 11:30:04 PM
Quote from: John MorrowSimply adding attribute to skill creates all sorts of problems, especially dealing with min-maxing.  
Yes, I've seen it many times.

This really is the reason that so many systems make it harder to raise attributes than to raise skills. This leads to all sorts of strangeness, as you try to figure out how to justify why it's so hard to increase Strength - "can't I just pump some iron?" - while figuring out exactly how you'd raise your Charisma, for example. Plainly they're different things in terms of how easy they are to improve.

I think the problem is minimised if sometimes it'll be not Attr+Skill, but other times Skill+Skill, or Dis/Advantage+Skill. When I playtested a system like this, one player who'd pumped lots of points into his character's attributes got upset when I asked for a Skill+Skill roll. I'd explained it was a playtest so no-one should bother trying to minimax as rules would likely change, but if that's a person's nature they can't help it.

The minimaxing problem is halved if character generation is random roll, but still exists with character improvement.

Quote from: John MorrowWell, like I said, the House System does the opposite (it's harder to learn a skill once you exceed the governing attribute) as a substitute for combining the to together and I think that's a pretty nifty solution if the goal is to make them relate to each other.
House System? Can you point us to this?
Title: Attributes vs Skills
Post by: Kyle Aaron on March 07, 2008, 11:33:07 PM
Quote from: HaffrungI've been thinking about this same matter recently, and here's my take on it:

At start: Attributes 70/ Skill 30

Experienced: 50/50

Mastery 30/70
So essentially it's as I said earlier, that you'd have attributes be on a smaller range than skills. Attributes might be 0-5, and skills 0-15, or something.
Title: Attributes vs Skills
Post by: John Morrow on March 08, 2008, 12:23:36 AM
Quote from: Kyle AaronThis really is the reason that so many systems make it harder to raise attributes than to raise skills. This leads to all sorts of strangeness, as you try to figure out how to justify why it's so hard to increase Strength - "can't I just pump some iron?" - while figuring out exactly how you'd raise your Charisma, for example. Plainly they're different things in terms of how easy they are to improve.

Sure, but if you make attributes hard to buy to keep them low, so they don't dominate, then they aren't really on the same scale as skills.  Ideally, if (for example) your attributes and skills are on a scale of 0 to 10, you'd want players to be able to dial both an attribute or skill up to 10 without breaking the system.  If you make attributes expensive to keep them low then the effective range of attributes might be, say, 3-7.  GURPS has/had this problem, with most characters having attributes in the 10-13 range because that's the sweet spot in cost.  But what that means is that most characters wind up in a range with a variance of 4 points on scale that should have a variance more like 15 points.  

Quote from: Kyle AaronI think the problem is minimised if sometimes it'll be not Attr+Skill, but other times Skill+Skill, or Dis/Advantage+Skill. When I playtested a system like this, one player who'd pumped lots of points into his character's attributes got upset when I asked for a Skill+Skill roll. I'd explained it was a playtest so no-one should bother trying to minimax as rules would likely change, but if that's a person's nature they can't help it.

That's an interesting solution, but the frustration that player wound up feeling might be a warning sign.

Quote from: Kyle AaronThe minimaxing problem is halved if character generation is random roll, but still exists with character improvement.

I think combining these two ideas could work out OK, though.  Random character generation solves a certain amount of min-maxing but can replace it with frustration if players can't get what they want.

Quote from: Kyle AaronHouse System? Can you point us to this?

That's the system that GDW used for Dark Conspiracy, the second edition of Twilight 2000, and Traveller: TNE.  I'm most familiar with the Dark Conspiracy variant so what I'm claiming may not be true for the others.
Title: Attributes vs Skills
Post by: John Morrow on March 08, 2008, 12:26:05 AM
Quote from: Kyle AaronSo essentially it's as I said earlier, that you'd have attributes be on a smaller range than skills. Attributes might be 0-5, and skills 0-15, or something.

I think you are better off having attributes on a 0-15 range, skill training on a 0-10 range, and add 1/3rd of the attribute to the skill training (or alternately, 1/2 of a secondary skill) to the skill training to get skill roll in the 0-15 range.  That way, you could ask for an attribute roll or, as you mentioned earlier, a skill+attribute roll or a skill+skill roll, and all three could cover the full 0-15 scale.
Title: Attributes vs Skills
Post by: Kyle Aaron on March 08, 2008, 12:54:40 AM
Quote from: John MorrowSure, but if you make attributes hard to buy to keep them low, so they don't dominate, then they aren't really on the same scale as skills.  
Often you'll see point-buy systems where you've one pool of points to spend on attributes, and a separate pool for skills, with them not being convertable. So that's another way to do it, where they're effectively on the same scale, but attribute-concentrated minimaxing is prevented.

It doesn't seem very neat to me, though. It feels a bit like telling your kid they have to spend $1 of their pocket money on saving, $1 on sweets, and so on. I prefer more indirect incentives, for example with the specialist/anyone traits, okay yes you can max out your attributes and be a good all-rounder, but you're still going to be hopeless as a physician, computer programmer, mechanic, blacksmith and so on.

But that kind of specialist/anyone trait split only works if you've a lot of narrowly-defined traits.

Quote from: John MorrowBut what that means is that most characters wind up in a range with a variance of 4 points on scale that should have a variance more like 15 points.  
That's true, and it's something we see in a lot of point-buy systems, that there are effectively only about five attribute levels unless you're on a superheroic scale.

Which is why I've long looked at the idea of having just five attribute levels - but that'd be another thread.

Quote from: John MorrowThat's an interesting solution, but the frustration that player wound up feeling might be a warning sign.
Not really. It's just that he ignored me when I said, "this is a playtest, things will change, so don't try to minimax."

But players do that. Like when I ran a modern-day espionage campaign, and said, "this will be like Bourne Identity, Ronin or Man On Fire" - and one player went ahead and created a non-violent investigative character and expected it to be like Spooks. Which it could have been, had the player taken the lead.

So that really is a separate issue, the issue that we have in us certain ideas of what will be a really great game for us, and we project those ideas onto the description someone else gives. That's a human nature thing rather than a game mechanics or setting thing.

Quote from: John MorrowI think combining these two ideas could work out OK, though.  Random character generation solves a certain amount of min-maxing but can replace it with frustration if players can't get what they want.
There are traditionally two compromises for that: random roll but with some swapping around, and letting them improve the stuff later relatively easily. I like the first better.

The other idea is to have attributes derive from skills; if you have a lot of skills relying on agility, then you'll get a high agility. I don't know of any game that does it mechanically, like, "for every 5 points of agility skills, you get 1 point in agility" or whatever, Fudge just mentions it as something to consider.

The problem with that would be simulating raw uneducated talent, and few characters would get high strength or health/constitution, since few skills rely on them entirely.
Title: Attributes vs Skills
Post by: John Morrow on March 08, 2008, 01:23:38 AM
Quote from: Kyle AaronSo that really is a separate issue, the issue that we have in us certain ideas of what will be a really great game for us, and we project those ideas onto the description someone else gives. That's a human nature thing rather than a game mechanics or setting thing.

Sure, but you can get a smoother game if you take those quirks of human nature into account, though that can certainly go overboard, too (the problem created by trying to create an idiot-proof system).

Quote from: Kyle AaronThe other idea is to have attributes derive from skills; if you have a lot of skills relying on agility, then you'll get a high agility. I don't know of any game that does it mechanically, like, "for every 5 points of agility skills, you get 1 point in agility" or whatever, Fudge just mentions it as something to consider.

My group has run with homebrew rules that do it.  It worked reasonably well but the characters can be a bit predictable (e.g., physical characters will have high physical attributes, mental characters will have high mental attributes, etc.).  I've considered using that approach again from time to time.

Quote from: Kyle AaronThe problem with that would be simulating raw uneducated talent, and few characters would get high strength or health/constitution, since few skills rely on them entirely.

What we did was have three attributes that were dependent on skills and three that weren't.  It doesn't have to be an all or nothing approach.  And while it doesn't simulate a total novice's raw uneducated talent (which as I mentioned earlier, I don't think is all that "realistic" in many cases), what it can simulate is a character who has a lot of physical skills doing something physical that they don't have the skill for, per se.  For example, the professional athlete recruited to be a secret agent using their athletic skills as a baseline for hand-to-hand combat.
Title: Attributes vs Skills
Post by: vgunn on March 08, 2008, 01:34:12 AM
Quote from: Kyle AaronI think the problem is minimised if sometimes it'll be not Attr+Skill, but other times Skill+Skill, or Dis/Advantage+Skill.

This is something I've been toying with as well.  Basically, what I have is something like Omni (Talislanta, etc.) or Waste World, but with skill scores replacing the base attributes and re-rolls replacing the skills.

Skills are static (-5 to +5. Attributes are fluid (1-10).

As a base, the mechanic is roll skill and add any modifiers (talent/advantage/whatever). If you fail, you can burn point(s) from an attribute to reroll.
Title: Attributes vs Skills
Post by: Rob Lang on March 10, 2008, 11:24:51 AM
You could decouple them. In Icar, attributes only count when the skill is first taken, after that, they are ignored. If you have the skill, you use that. If you don't, you use the attribute with a suitable modifier.
Title: Attributes vs Skills
Post by: Kyle Aaron on March 10, 2008, 11:47:30 AM
Yes, that's essentially what GURPS and a whole swag of other systems do, they just make each skill attached to one attribute, and both the first skill level and the default are joined to the attribute, after that it doesn't matter much.

One idea I had once and tried a bit was this. You'd have percentile attributes and skills, but each skill had an attached attribute. With each attribute, you had a "talent level", basically 0 for 01-25%, 1 for 26-50%, 2 for 51-75%, and 3 for 76-100%. When you first learned a skill, you'd roll d100 to see what your starting skill level was, rolling once for each talent level and taking the highest. The minimum - which you also got if you had no talent - was attribute/4.

It's always fun rolling for things, but we got some funny results like a starship pilot with 38% piloting and 22% navigation. "Now we know why he is freelance," said the player.
Title: Attributes vs Skills
Post by: Lancer on March 24, 2008, 11:18:30 AM
Quote from: John MorrowSimply adding attribute to skill creates all sorts of problems, especially dealing with min-maxing.  Years ago, someone called it the "double point effect" meaning that if there are two ways to buy a value in something and the two components don't have the same cost, there will always be an optimal and suboptimal way to create characters.  

FUZION addresses this by having two separate point pools.. One for buying attributes (CP) and another for buying skills (OP).  This insures that there will be no mini-maxing since they don't even use the same point pool. Although the game allows the option to convert CP into OP (and vice versa) , thereby creating this "double point effect," it is discouraged, lest it leads to mini-maxing.

FUZION's "Rule of X" basically allows for determination of a character's combat and defense values. All characters have a "Rule of X" value above which the character becomes imbalanced. It is a simple gauge for determining power levels for all characters at any point in a campaign and a way for the GM to insure that all characters are balanced to one another .

EDIT: The way that Talents were valued in FUZION (a flat 3 OP for each) was very imbalancing compared not only to each other but to their more expensive equivalent Powers. I had  revalued FUZION's talents  so that their values match those of their equivalent Powers.
Title: Attributes vs Skills
Post by: John Morrow on March 24, 2008, 01:29:58 PM
Neither of these totally solves the problem.

Quote from: LancerFUZION addresses this by having two separate point pools.. One for buying attributes (CP) and another for buying skills (CP).  This insures that there will be no mini-maxing since they don't even use the same point pool. Although the game allows the option to convert CP into OP (and vice versa) , thereby creating this "double point effect," it is discouraged, lest it leads to mini-maxing.

You still get min-maxing to the extent that certain character builds will be more effective than others created using the same number of points because the way points are spent from one pool has in impact on the points spent from the other pool.

Quote from: LancerFUZION's "Rule of X" basically allows for determination of a character's combat and defense values. All characters have a "Rule of X" value above which the character becomes imbalanced. It is a simple gauge for determining power levels for all characters at any point in a campaign and a way for the GM to insure that all characters are balanced to one another .

While this helps keep characters from becoming unbalanced overall (Hero has similar guidelines), the problem there is that players will build toward the maximum "X" allowed, thus you don't necessarily get a lot of diversity, especially if some ways of getting to a certain "X" value produce characters that are more efficient in play than characters with the same "X" value built in a different way.
Title: Attributes vs Skills
Post by: Caesar Slaad on March 24, 2008, 01:45:38 PM
Quote from: John MorrowNeither of these totally solves the problem.



You still get min-maxing to the extent that certain character builds will be more effective than others created using the same number of points because the way points are spent from one pool has in impact on the points spent from the other pool.



While this helps keep characters from becoming unbalanced overall (Hero has similar guidelines), the problem there is that players will build toward the maximum "X" allowed, thus you don't necessarily get a lot of diversity, especially if some ways of getting to a certain "X" value produce characters that are more efficient in play than characters with the same "X" value built in a different way.

Lesson: there is no perfect game. I do certainly think the steps lancer cites improves the situation. I'll add one more method to mitigate minmaxing and aid variety: Randomization. :cool: (Yep, this is a "choice" impact. But choice vs. minmaxing is like squeezing the baloon animal, I'm afraid.)