I am designing an OSR game and it requires that the characters have specific skills for their career class. The game is a post-apocalyptic/science fiction game.
I looked at the original D&D rules but they didn't have anything for skills. I probably could work on figuring a way to insert skills into the rules but I am not sure how hard that would be. Don't want it to be 5e because I am just not a fan of the system.
I could go with B/X but I am not sure if it would be a good fit.
What do you guys think?
I think I'd check the '90s D&D Rules Compendium to see how they put skills in basic D&D.
I used Knave 1E for the base of my home brew. But I also have a lot of influences from classic to modern sources. Skills for example, I used an adaptation of Swords of Cepheus and MRQ II. Then I added some of my own ideas. I like all characters being basically competent at common tasks. So adding competency levels to a skill gives you a greater bonus skill die to add to base roll. I liked Rob Conley's skill + tools + time = success rules and adapted those to my system. My stuff is free and licensed as CC 4.0 BY. Check out the perks/skills/abilities module at https://www.goatonthetrollbridge.com/downloads/
You might want to check out the Gamma World early editions for 80s feeling post apocalyptic game mechanics. While I have no idea if it is worthy of the OSR title as I've never played it (and frankly have no practical gameplay experience with the OSR), it may help a bit in looking at what TSR thought were important skills for the genre.
Quote from: JasperAK on May 01, 2024, 02:29:03 PMI think I'd check the '90s D&D Rules Compendium to see how they put skills in basic D&D.
Ok will do. Thanks for the suggestion
Quote from: swzl on May 01, 2024, 07:48:37 PMI used Knave 1E for the base of my home brew. But I also have a lot of influences from classic to modern sources. Skills for example, I used an adaptation of Swords of Cepheus and MRQ II. Then I added some of my own ideas. I like all characters being basically competent at common tasks. So adding competency levels to a skill gives you a greater bonus skill die to add to base roll. I liked Rob Conley's skill + tools + time = success rules and adapted those to my system. My stuff is free and licensed as CC 4.0 BY. Check out the perks/skills/abilities module at https://www.goatonthetrollbridge.com/downloads/
I will look it over. Thanks
Quote from: RNGm on May 02, 2024, 05:09:54 PMYou might want to check out the Gamma World early editions for 80s feeling post apocalyptic game mechanics. While I have no idea if it is worthy of the OSR title as I've never played it (and frankly have no practical gameplay experience with the OSR), it may help a bit in looking at what TSR thought were important skills for the genre.
It's worth a look. Worse case is it could give me some ideas that are useful.
I mean pick an OSR system and the thieves typically have skills.
If you don't like lock-step by level, then you could use points. In my home brew, I give thieves 6 points when they level up and they can add them to 3 or more skills, advancing per the chart.
If you don't like the mix of % and d6, then look at Lamentations of the Flame Princess which uses all d6. Hyperborea uses x in d6, d8, or d12 (and maybe d10).
Warlock! has a simple and effective skill system. It doesn't use the typical six attribute scores, so maybe it's not OSR. It does careers though and is a pretty slick system.
B/X uses a skill system where each skill is associated with an ability, and you roll it or under on a d20.
Works pretty well in practice. And while it might seem weird that it's so ability score biased, you can think of it as being a base 50% chance for an average person (10) modified by 5% either way for good or bad abilities.
Or use Lamentations skill system. Everything is 1-6. Roll under to succeed. People seem to like it.