Why, Meadbeard, why would you do this?
Well… I’m trying to convince my players to try ICRPG, but keep getting hit with questions and comments like;
“But without skills, how is my rogue better at picking locks than the barbarian, if we both have +1 Basic effort?”
“But without skills, how is my fighter better at swinging a sword than the archer, if we both have +1 Weapon effort?”
“But without skills, how is my…”
You get the picture. They want a bit more nuance between characters than what the effort system supplies. So, being an accomadating type of person, and because I REALLY wanna play more ICRPG, I baked up a way to add a bit more nuance to the effort system, to accomodate some sort of semblance of skills.
Thus, I submit to your brutal and honest critique…
Expanded Effort:
Basically I split up the four effort types into nine.
- Fight (anything that has to do with melee weapon use. Replaces Weapon Effort)
- Shoot (anything that has to do with ranged weapon use. Replaces Weapon Effort)
- Cast (anything related to spellcasting. Replaces Magic Effort)
- Influence (anything related to getting people to do what you want. Replaces Basic Effort)
- Move (anything related to jump, climb, dodge, run, swim etc. Replaces Basic Effort)
- Endure (anything related to resisting, enduring and overcoming influence. Replaces Basic Effort)
- Investigate (anything related to spotting, searching, studying, learning etc. Replaces Basic Effort)
- Operate (anything related to picking lock, operating mechanisms etc. Replaces Basic Effort)
- Mend (anything related to healing, fixing, repairing etc. Replaces Basic Effort)
The reason for dividing effort into this 9 semi-skills, is that each applies to common situations where effort might be rolled, allowing characters to specialize in certain situations, but without having a mile long skill list (which I hate). Seriously, who needs 500 knowledge skills? Are you tracking the goblins through the forest? Roll INT or WIS, and then roll basic effort (d4) + Investigate.
This of course means that you should grant the players a few more Build Points at character creation. About maybe 10, rather than 6. And it would require some slight alterations to loot that grant bonuses to effort.
It adds a bit more nuance and diversity to characters, but other than that, doesn’t change any of the mechanics.
Let me know what you think, as I’m considering implementing this in my upcoming “Mirrors of Magradim”. Is it a viable solution to those who want a bit more character diversity, or am I a heretic for even suggesting such a thing?
(Edit): Note that there is no longer any Ultimate Effort bonus. That’s because the expanded effort system applies whatever bonus is relevant to what you are trying to do. Picking a lock with magical lock picks would use magic effort (d8) + Operate. Regular lock picks? d4 + Operate.