Originally posted by Ragnar-GD
a well designed, price awarded, free-download skill-based ingenious rule-system:
http://www.chaosium.com/forms/coc_quick_start_color.pdf
The system is so simple you can be up and running it within 15 minutes. Anyone telling this would be difficult to implement is simply wrong. Its simpler than D&D AND it is more reealistically, AND more fun. What more can you ask for? Oh yes, and this has been designed 25 years ago...
In Call of Cthulhu\'s system, any skill used with success during the adventure was ticked, and at the end a skill dice roll was done. If it failed, you could increase of 1D10. Of course, the stronger you were in that skill, the more difficult it was to loss the skill roll, and so to increase. On the contrary, if you were quite unskilled, you have chances to progress. This logarithmic progression was quite realistic.
Also, anyone has at least 01% in each skill, so if he was lucky he had a little chance to discover something by himself (who taught the first teatcher ?)
But, to prevent too fast progression, there was only one tick by skill by adventure. In a continuous system like PS\'s one, how can this period be implemented ? When shall occur the skill improvement ? There\'s a risk of too fast progression.
Moreover, as for most games, there is no way to loss a skill little by little because you haven\'t used it for long...(*)
So Call of Cth possess interesting ideas, but is not a solution in itself.
(*) And what about a bicycle-effect : if you don\'t do something for long, you loss little by little corresponding skill, but also you regain it faster when you learn it again..?