Because my game uses
a central mechanic based on a skill system, creating NPCs out of whole cloth
was originally rather challenging as I needed to think through how much
training the individual might have received and in what context in order to
evaluate what skills they had. I had a
revelation while refining the Bard tables for my world (I'll post the revised
tables when I'm done) that I'd like to share here.
As you may recall,
my discipline system has 6 tiers of skill: novice, apprentice, journeyman,
specialist, master, and grandmaster. If
I were to translate them to a 20-level system, I might do the following:
apprentice is 1st level, journeyman 3rd, specialist 7th, master 12th, and
grandmaster 18th, and the number of people of each skill level drops
dramatically with each tier.
I'm representing
that by rolling 5d10 for each discipline (or, if I'm low on time, for clusters
of disciplines based on the NPC's trade).
Each 10 rolled increases the tier by one, with a resulting 1/100,000
odds for a grandmaster skill level.
I have a wide list
of trades (I've edited the list since I last talked about them) and by placing
the NPC into one of them, I can determine their general skill of competency in
all the affiliate disciplines of that trade by reducing their tier by one: if I
get a Master soldier, then one of their disciplines will be master tier and the
rest will be specialist.
This gives me a
handful of dice to roll for any character and quickly determine their
abilities. For NPCs that I know will be
more powerful, I might raise the base level of their skills to Apprentice and
see how much better they are on top of that with the same roll.
Can you post some examples of using this technique? The dice roll itself I understand, but I can't find a list of trades on your blog and would like to see how you carve up human knowledge/activity.
ReplyDeleteAbsolutely! I'll draft another post later today talking about it.
DeletePosted. I'm curious what you think - we have rather different lists.
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