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December 19th, 2005
 | 01:03 pm - Thoughts on RPG rules systems: Benchmarking Reading and commenting in this RPG.net thread about skills, led me to a better understanding of my own preferences. After thinking about this post and the comment about "my preference for guiding ... immersion 'through' the character sheet" for a while, I realized that not only is this statement completely true, it helped illuminate something about my own preferences for RPG systems that I had not previously been able to put into works. For me, a sensible and easily understandable set of traits was vital to my being comfortable playing (immersively in my case) a character. I now understand that one characteristic that all of RPG that I have any interest in playing, and to a lesser extent, any character sheet that I have any interest in using, must have good benchmarking.
Specifically, I want to know how what the various attributes mean, both absolutely and in relation to those of other characters. I want to know how much can someone with a Strength of X lift, if a Dexterity of Y means someone is a clumsy yutz or a potential Olympic contender, and if having a skill level of 3 means that the characters is a rank beginner or a skilled professional. I also want to know how PCs in general (and for a character sheet, my PC) stacks up (in terms of skills, stats, or characteristics like wealth) with both other PCs and (especially) with average members of society and with skilled professionals in similar professions.
For example, if I'm playing an engineer in a SF game, I want to know how skilled this PC is compared to other engineers, and how they compare in their other abilities with typical NPCs. This sort of information allows me to easily ground my idea of my PC in the setting – I instantly know that my PC is somewhat better educated than most engineers, but isn't quite as dexterous, and that compared to most people, my PC is a bit out of shape, but an excellent air-raft pilot.
To provide this information, an RPG needs both clear definitions of what different levels of skills and stats mean Revised Storyteller (Trinity, Aberrant, Adventure!, & Exalted) and Unisystem (both sorts) are both exceptionally clear about this info. In addition, the game needs to have setting information about what sorts of skills average professionals of various types have – once again, Storyteller (in all versions) shines. In addition, this information needs to make sense – for example, if an average fully-trained professional physician is said to have an Intelligence and Dexterity of 3 each and a Medical Skill of 3, then that combination should be sufficient to easily succeed at all routine medical rolls (since it makes no sense for a fully-trained physician to fail to diagnose a common disease or to set a simple fracture more than a tiny percentage of the time.
Many games do all this fairly well, but few make it obvious and finding this information often takes work. There are also a number of games that are quite poor at this. All of the narrativist games I've seen (Sorcerer and DitV) don't bother with this sort of information at all, which is one major reason I avoid them. Also, before 3rd edition, D&D didn't bother with this either. Today, D20 has universal skills as well as classes for average individuals, but it is still massively unclear what an average level is for common professions like Cleric, Aristocrat, Commoner, or Expert. If I instantly knew what level (in terms of both skill level and character level) Expert a village blacksmith would usually be, I'd consider D&D 3.5 to be a considerably better game.
Similarly, while BESM does a good job, Tri-Stat with the variable dice and power levels does not. You can either assume that an average physician in a Ex Machina campaign has the same number of points as the PCs and so has distinctly non-average stats, or that they have average Mind and Medical skill (Mind 4 & Medical 2 or 3) and fails Medical rolls more than 2/3 of the time (which makes absolutely no sense to me).
In any case, the above is something that I just realized how to express the degree to which it is essential to my enjoyment of roleplaying. How important is obvious and sensible benchmarking to you? If it's not important, what makes it unimportant? What alternatives help you ground your character in the game world?
As a somewhat related sidenote, further discussions of this idea in the RPG.net thread about this topic that I started helped me describe that I need three things to play a character well:
A set of physical and mental traits and abilities on the character sheet, a detailed character history (that I also typically write down) and the character's personality. I want and need high quality rules on the character sheet and always create a moderately detailed (1-2 pages) character history. In sharp contrast, I want absolutely nothing written about my character's personality before play starts, and I especially want to avoid personality stats or mechanics (such as stats for personality traits like loyalty or compassion), both because I generally have only the vaguest idea what my character's personality will be when I start play and also because I very much prefer to leave everything about personality in the domain of roleplaying. Having a Willpower trait is pretty much my limit on personality mechanics. I'm very much the sort of player who wants to roll to use skills and to take care of emotions and similar reactions on my own, w/o recourse to any mechanics. If I know them before I start play, I'm willing to take mental and emotional disadvantages, as long as they are expressed through roleplaying and not by mechanics. Current Mood: thoughtful
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Comments:
![[User Picture]](http://p-userpic.livejournal.com/38088283/5136153) | | From: | lanithro |
| Date: | December 19th, 2005 09:31 pm (UTC) |
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On a sort-of-related note, what's your take on skill levels for "social skills"? Like "Diplomacy" in D&D, for example.
Do you prefer players to say what their character is saying, or do you prefer them to roll?
In the group I played in, we'd have the player give the gist and substance of what they said, and have the roll as how they said it- so if someone came up with a really good point, but did badly on their roll, their character just phrased it in a way which was really bad/inappropriate.
![[User Picture]](http://p-userpic.livejournal.com/3742064/303965) | | From: | heron61 |
| Date: | December 19th, 2005 09:50 pm (UTC) |
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I think social skills are vital for any game. When an interaction is going well (which in my case, means deeply immersively) then there is no need to use them to make skill rolls, but in less ideal circumstances, or when someone is trying to do something that their character is vastly better at (such as someone shy having their PC give a resounding public speech), then from my PoV, the best way to handle things is for the player to give in their best shot and the result to be determined by a mixture of that performance with the PC's skill level at Expression (or whatever) and the result of the skill roll.
On a more abstract level, I want all of my PC's skills to be listed, including social skills. I'm OK with these skills not being rolled if I'm doing well enough for that not to be necessary, but I very much prefer having them.
For what it's worth:
In d20, my general assumption is that anyone with a skill of 5 is a journeyman, 10 is a professional, 15 is an expert and 20 is master.
The basic DC check for any regular skill test against "The World" is usually 15. Add to this the "Take 10" and "Take 20" rules and it's easy to see that with a skill of 5 you can probably succeed and any non-stressed task and when you get to 15 or better you're probably only checking to see if you roll a 1.
Extracting Class Level is a bit harder since it's unlikely that you'd spend all your skill points on just the one thing, but it could be done.
I understand the usefulness of benchmarking, but I worry about systems which go too far in trying to quantify every single thing in the universe. (HERO and GURPS jumpt to mind) It's just way too much effort for things that may not wind up being very important.
later Tom
![[User Picture]](http://p-userpic.livejournal.com/3742064/303965) | | From: | heron61 |
| Date: | December 19th, 2005 09:54 pm (UTC) |
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I understand the usefulness of benchmarking, but I worry about systems which go too far in trying to quantify every single thing in the universe. (HERO and GURPS jumpt to mind) It's just way too much effort for things that may not wind up being very important.
I completely agree and avoid all such systems, because that level of detail (GURPS has 250+ skills for gods' sake) removes utility rather than adding it. I've never seen a case where having more than (at most) 70 separate skills actually makes a game clearer or easier to play. For me, one vital part of benchmarking is clarity, and having too much information is just as unclear as having too little.
First of all, do you mind if I link to this? And then, later, I'll try to come up with something smart to say about it.
![[User Picture]](http://p-userpic.livejournal.com/3742064/303965) | | From: | heron61 |
| Date: | December 19th, 2005 11:59 pm (UTC) |
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Link away!
| From: | (Anonymous) |
| Date: | December 19th, 2005 11:47 pm (UTC) |
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I'm of two minds about this. I want specific, reliable quantifiers of my effectiveness with regard to whatever the game is about, and I absolutely DO NOT want to be bothered with them for anything that isn't what the game is about. I'm also - even where I want the specific numbers - uninterested in them as relative values or as an aid in imagining my character - what I use them for is to know what sorts of things I have a decent chance of succeeding at. One effect of that is that I don't care what Joe the Street Vendor has for stats. Only if he's Joe the Evil Street Vendor of Doom and my lifelong nemesis are his stats of any conceivable interest.
As I'm re-reading your post, I'm struck by how much my priorities (in the games that have been most fun for me) are the exact reverse of A set of physical and mental traits and abilities on the character sheet...I want absolutely nothing written about my character's personality before play starts, and I especially want to avoid personality stats or mechanics ...because I very much prefer to leave everything about personality in the domain of roleplaying.
I want the stuff that matters most to me - the strength and nature of my characters passions, relationships, and beliefs - defined in game-mechanical terms that are important for resolution. And I want all the gear and skills and powers and the like to be in my domain to describe and improvise as play goes forward.
Mark W
![[User Picture]](http://p-userpic.livejournal.com/3742064/303965) | | From: | heron61 |
| Date: | December 20th, 2005 12:09 am (UTC) |
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I'm of two minds about this. I want specific, reliable quantifiers of my effectiveness with regard to whatever the game is about, and I absolutely DO NOT want to be bothered with them for anything that isn't what the game is about.
In contrast, the very details you don't want are essential to help m ground my character in the world. This seems to be a fairly essential difference in preferences that may well map onto the Nar/Sim division.
I want the stuff that matters most to me - the strength and nature of my characters passions, relationships, and beliefs - defined in game-mechanical terms that are important for resolution. And I want all the gear and skills and powers and the like to be in my domain to describe and improvise as play goes forward.
Thus we once again see the difference between immersive and non-immersive players. Because my understanding of my PCs' personalities is a largely internal process, anything I write down would be a pale and inaccurate reflection of my experience of them and I would gain absolutely no benefit from writing it down.
Does the Storyteller system work better for that nowadays? In the old days the skill levels really didn't match with their descriptions...
![[User Picture]](http://p-userpic.livejournal.com/3742064/303965) | | From: | heron61 |
| Date: | December 20th, 2005 08:48 am (UTC) |
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Fairly well. I think the best version for that was the revised version used in Trinity and Exalted. However, new Storyteller is a solid system that works and where 5 dots in a skill means a chance of success well over 90% (assuming an attribute of 2 or 3). |
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