SKILLS

Skills weren't always part of RPGs, but once they were introduced, they became popular. Of course they did—they made characters more believable, and gave those characters cool things they could do! I remember an RPG years ago coming out that had 60 Skills, and a game reviewer referred to this as a veritable candy store of skills. I had played the game, and there was no doubt it was more skills than any other game. And I agreed: 60 skills made characters much more fun. But even 60 wasn't nearly enough to cover all the ideas in my head.

Lots of Skills
AQ! has over 300 standard Skills, which doesn't include plenty more to be found under Special Effects—not to mention those in Astroscape Zero. Others can be introduced in other supplements, and players and GMs can agree on creating others. Standard Skills are organized into Skill Areas, which are further grouped under Skill Groups. For example, Mental Control (MEN) Skills and Combat Focus (FOC) Skills are Skill Areas under the Martial Arts Skill Group. Geographical Familiarity (GEO) Skills and Outdoor & Wilderness (OUT) are Skills Areas under the Everyday Skill Group. This makes browsing for Skills pertinent to the character type you're building quick and easy. Skills are based on Category and Quality Scores, and every Skill has two formulae: one for Quick Characters and one for Complex Characters. A Complex formula may be INTQUO + 25, while the Quick version would be Mentality + 25. Easy for either type of player using the dual-format character-creation system.

Real Uses
Virtually all Skills have real uses in games. They aren't just there to inflate the number to 300. Each one is described in detail. Okay, I might have sneaked a few Skills that seem silly and extraneous, but I can assure you that most have been playtested, and all have been reviewed by the core playtest team, who discussed them and decided whether they were useful.

Rolegamer Democracy - What's this?
In my gamer polls, there was near-unanimous agreement that more Skills was better than fewer Skills. But there was also near-unanimous agreement that Skills had to actually be useful in game play. Every one of those 300 Skills was specifically gauged as to whether it had the likelihood of reasonable use. Worldwide playtesters loved the number of Skills, and that they weren't extraneous space-fillers.
 

 
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