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History Analysis / SkillScoresAndPerks

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* Arbitrarily investing "skill points" into them, which are gained after {{Level Up}}s (in CharacterLevel systems) or completed quests (in the PointBuildSystem)

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* Arbitrarily investing "skill points" into them, which are gained after {{Level Up}}s Level Ups (in CharacterLevel systems) or completed quests (in the PointBuildSystem)
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* '''Weapon skills''': Usually further subdivided by [[WeaponOfChoice weapon type]]

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* '''Weapon skills''': Usually further subdivided by [[WeaponOfChoice [[WeaponSpecialization weapon type]]
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* '''Diplomacy skills''': Relevant during interactive dialogue

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* '''Diplomacy skills''': '''[[MultiplePersuasionModes Diplomacy skills]]''': Relevant during interactive dialogue
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** Journeying: Ability to traverse the WorldMap faster and with less RandomEncounters

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** Journeying: Ability to traverse the WorldMap TheOverworld faster and with less RandomEncounters
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In addition, tabletop games often feature '''Knowledge skills'''. These can be further subdivided by topic (history, nature, religion, magic, etc.) and let the player characters [[SuddenlyAlwaysKnewThat spontaneously "recall"]] obscure pieces of encyclopedic information from memory--out-of-universe, the players make skill checks and the GameMaster reveals pertinent information accordingly. This type of skills is rare in video games, where players can, at most, collect in-universe documents (which may be stored in an EncyclopediaExposita) instead.
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** Spotting: Ability to sense ambushes, traps, and other dangers inadvertently while exploring

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** Spotting: Ability to sense detect ambushes, traps, and other dangers inadvertently intuitively while exploring

Added: 94

Changed: 103

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** Detection: Ability to spot ambushes, hidden doors, items, traps, and resources

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** Detection: Search: Ability to spot discover hidden objects, characters, pathways when actively looking for them
** Spotting: Ability to sense
ambushes, hidden doors, items, traps, and resourcesother dangers inadvertently while exploring
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** Assessment: Ability to discern enemy threat level and abilities at a distance

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** Assessment: Ability to discern [[EnemyScan enemy threat level and abilities abilities]] at a distance
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* '''Sustained perks''', a.k.a. auras, likewise require manual activation by the player but remain in effect for a certain time (followed by a cooldown) or until they either have drained the character of mana/stamina or are deactivated. Their effects can vary from passive bonuses, through dealing continuous damage to surrounding enemies, to enabling the usage of otherwise restricted active perks (e.g. certain sword techniques only available from a certain combat stance).

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* '''Sustained perks''', a.k.a. auras, likewise require manual activation by the player but remain in effect for a certain time (followed by a cooldown) or until they either have drained the character of mana/stamina or are deactivated. Their effects can vary from passive bonuses, through dealing continuous damage to surrounding enemies, to enabling the usage of otherwise restricted active perks (e.g. certain [[SpecialAttack sword techniques techniques]] only available from a certain [[StanceSystem combat stance).stance]]).

Added: 230

Changed: 90

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** Assessment: Ability to figure out item properties and enemy abilities and threat level

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** Identification: Ability to figure out unusual items' purpose and functions without magic
** Assessment: Ability to figure out item properties and discern enemy threat level and abilities and threat levelat a distance



** Traveling: Ability to traverse the WorldMap faster and with less RandomEncounters

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** Traveling: Journeying: Ability to traverse the WorldMap faster and with less RandomEncounters



** [[CoolHorse Riding]]/[[CoolCar Driving]]/[[CoolBoat Sailing]]/[[CoolStarship Piloting]]: Ability to travel faster and safer on mounts and vehicles



** Procurement: Ability to obtain crafting resources from the environment, be it harvesting, mining, looting, etc.

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** Procurement: Ability to obtain crafting resources from the environment, be it by harvesting, mining, looting, etc.

Added: 413

Changed: 70

Removed: 150

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* '''Observation skills''': Passive skills, which may instead be covered by a Perception stat
** Assessment: Ability to figure out item properties and enemy abilities and threat level
** Detection: Ability to spot ambushes, hidden doors, items, traps, and resources



** Detection: Ability to spot hidden doors, items, traps, and resources[[note]]This may also be tied to a Perception stat instead of a skill.[[/note]]




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** Trap setting: Ability to create and set mechanical or magical traps

Trap disarming and lock-picking are often rolled into a single skill because both involve roughly the same fine motor skills and mechanical expertise.
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** [[NonstandardSkillLearning Clearing certain story events or similar extra-systemic ways]] (in which case the new perk is often learned automatically)

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** [[NonstandardSkillLearning Clearing certain story events or similar extra-systemic ways]] non-systemic actions]] (in which case the new perk is often learned automatically)

Changed: 60

Removed: 162

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** Clearing certain story events (in which case the new perk is often learned automatically)

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** [[NonstandardSkillLearning Clearing certain story events or similar extra-systemic ways]] (in which case the new perk is often learned automatically)



Both skill scores and perks can, in some rare cases, be acquired through [[NonstandardSkillLearning special ways]] that the others don't use and are unique to it.
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Both skill scores and perks can, in some rare cases, be acquired through [[NonstandardSkillLearning special ways]] that the others don't use and are unique to it.
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** Athletics and acrobatics: Ability to move faster and leap further and higher

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** Athletics and acrobatics: Athletics/acrobatics: Ability to move faster and leap further and higher
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** Procurement: Ability to obtain crafting resources from the environment, be it harvesting, mining, looting, etc.
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** Hacking: Ability to extract necessary information from digital systems

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** Hacking: Ability to extract necessary information from digital systems



** Smithing: Ability to create weapons and armor from gathered resources and repair existing gear

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** Smithing: Ability to create weapons and armor from gathered resources and to repair existing gear
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** Detection: Ability to spot hidden doors, items, traps, and resources[note]This may also be tied to a Perception stat instead of a skill.[/note]

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** Detection: Ability to spot hidden doors, items, traps, and resources[note]This resources[[note]]This may also be tied to a Perception stat instead of a skill.[/note][[/note]]
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** Detection: Ability to spot hidden doors, items, traps, and resources

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** Detection: Ability to spot hidden doors, items, traps, and resourcesresources[note]This may also be tied to a Perception stat instead of a skill.[/note]

Added: 70

Removed: 70

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** Swimming: Ability to move faster across and under the water surface


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** Swimming: Ability to move faster across and under the water surface

Added: 146

Changed: 78

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** Traveling: Ability to traverse the WorldMap faster and with less RandomEncounters



** Trap spotting and disarming: Ability to detect traps and remove them more reliably

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** Detection: Ability to spot hidden doors, items, traps, and resources
** Trap spotting and disarming: Ability to detect remove traps and remove them more reliablyother obstacles
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* '''Story perks''' unlock hidden sidequests and conversation options, i.e. affecting the story instead of the gameplay. They are distinct from regular {{Event Flag}}s in that they can be acquired at any point in the game by spending skill points.

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* '''Story perks''' unlock hidden sidequests and conversation options, i.e. affecting the story instead of the gameplay. They are distinct from regular {{Event Flag}}s in that they can be acquired at any point in the game by spending skill points.
points. One popular story perk is a CompellingVoice, which opens up superhuman persuasion options in dialogue.
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* Repeatedly applying the corresponding basic action (in the so-called Training System)

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* Repeatedly applying the corresponding basic action (in the so-called [[StatGrinding Training System)
System]])
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Skill scores are not so much "acquired" as "improved", since most characters start off with at least minimal scores in them and then decide which ones to improve. Raising a skill score can be accomplished by:

* Arbitrarily investing "skill points" into them, which are gained after {{Level Up}}s (in CharacterLevel systems) or quests (in the PointBuildSystem)

to:

Skill scores are not so much "acquired" as "improved", since most characters start off with at least minimal scores in them and then decide which ones to improve. Raising a skill score Skill scores can be accomplished raised by:

* Arbitrarily investing "skill points" into them, which are gained after {{Level Up}}s (in CharacterLevel systems) or completed quests (in the PointBuildSystem)
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* '''Passive perks''' provide constant bonuses after they are learned. Said bonuses are usually an order of magnitude larger than the ones provided by regular stat or skill score increases. For instance, if each Wisdom stat point gives the character 2% to hostile magic resistance, the [[MageKiller Magebane perk]] can give up to 50%.

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* '''Passive perks''' provide constant bonuses after they are learned. Said bonuses are usually an order of magnitude larger than the ones provided by regular stat or skill score increases. For instance, if each Wisdom stat point gives the character 2% +2% to hostile magic resistance, the [[MageKiller Magebane perk]] can give up to 50%.+50%.



* Perks usually have to be "unlocked" for a character before she can learn them. Unlocking a perk often entails one or more of following:

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* Perks usually have to be "unlocked" for a each character before she they can learn them. Unlocking a perk often entails one or more of following:



Skill scores are not so much "acquired" as "improved", since most characters start off with at least minimal scores in them and then decide which ones to improve by:

to:

Skill scores are not so much "acquired" as "improved", since most characters start off with at least minimal scores in them and then decide which ones to improve improve. Raising a skill score can be accomplished by:
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Listed below are further classifications of RPG characters' skills and perks.

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Listed below are further classifications !Classifications of RPG characters' skills and perks.
skills
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Listed below are further classifications of RPG characters' skills and perks.

!!By field of application
Since RPGsEqualCombat, there is a pretty clear line to be drawn between combat skills and non-combat skills. Combat skills can be further divided into:

* '''Weapon skills''': Usually further subdivided by [[WeaponOfChoice weapon type]]
* '''Armor skills''': Usually further subdivided by [[ElementalCrafting armor weight]]
* '''(Tactical) magic skills''': Usually further subdivided into [[{{Whatevermancy}} magic schools]]

Non-combat skills can be divided into:

* '''Exploration skills''': Relevant during peaceful travel across the game world
** Athletics and acrobatics: Ability to move faster and leap further and higher
** Swimming: Ability to move faster across and under the water surface
** Trap spotting and disarming: Ability to detect traps and remove them more reliably
* '''Stealth skills''': Relevant mostly during stealth sections
** Sneaking: Ability to remain undetected by enemies
** Lock-picking: Ability to open locked containers and doors without having to find a key
** Pickpocketing: Ability to remove valuables from [=NPCs=] without killing them first
** Hacking: Ability to extract necessary information from digital systems
* '''Diplomacy skills''': Relevant during interactive dialogue
** Haggling: Ability to buy items from NPC vendors cheaper while selling loot at higher prices
** Persuasion: Ability to convince [=NPCs=] to help you via friendly dialogue
** Intimidation: Ability to convince [=NPCs=] to help you via aggressive dialogue
** Seduction: Ability to convince [=NPCs=] to help you via amorous dialogue (and [[OptionalSexualEncounter occasionally more]])
* '''Crafting skills''': Used for ItemCrafting and DesignItYourselfEquipment
** Smithing: Ability to create weapons and armor from gathered resources and repair existing gear
** UsefulNotes/{{Alchemy}}: Ability to create potions and poisons of any kind from collected ingredients
** Engineering: Ability to create, repair, and upgrade machinery of any kind

!!By the manner of use
The following classification mainly concerns perks, since skill scores by definition have passive effects on actively triggered basic actions.

* '''Activated perks''' allow the character to perform a specific action at the player's command (launch an attack, cast a spell, pick a lock, etc.), either consuming a portion of their {{mana}} or stamina to do so, or inducing a {{Cooldown}} before it can be used again (or both).
* '''Sustained perks''', a.k.a. auras, likewise require manual activation by the player but remain in effect for a certain time (followed by a cooldown) or until they either have drained the character of mana/stamina or are deactivated. Their effects can vary from passive bonuses, through dealing continuous damage to surrounding enemies, to enabling the usage of otherwise restricted active perks (e.g. certain sword techniques only available from a certain combat stance).
* '''Passive perks''' provide constant bonuses after they are learned. Said bonuses are usually an order of magnitude larger than the ones provided by regular stat or skill score increases. For instance, if each Wisdom stat point gives the character 2% to hostile magic resistance, the [[MageKiller Magebane perk]] can give up to 50%.
* '''Story perks''' unlock hidden sidequests and conversation options, i.e. affecting the story instead of the gameplay. They are distinct from regular {{Event Flag}}s in that they can be acquired at any point in the game by spending skill points.

Obviously, perks are only usable when the characters are equipped with proper gear and are in the appropriate gameplay mode (exploration, [[CombatDiplomacyStealth combat, dialogue, stealth]]).

!!By prerequisite
To prevent the PlayerCharacter from getting too powerful too fast, most game systems put artificial limits on skill progression.

* Skill scores are often dynamically {{cap}}ped by either the overall CharacterLevel, or their governing primary attributes. For instance, the War Axe skill score cannot exceed the Strength stat score, which has to be improved before taking the next level in War Axe.
* Perks usually have to be "unlocked" for a character before she can learn them. Unlocking a perk often entails one or more of following:
** Reaching a certain CharacterLevel
** Learning the prerequisite perks in the [[TechTree Skill Tree]]
** Raising [[LevelLockedLoot a stat or a skill score to a certain value]]
** Having a certain standing on the KarmaMeter (or RelationshipValues for party members' skills)
** Clearing certain story events (in which case the new perk is often learned automatically)

Furthermore, some skills (usually perks) may be restricted to a certain CharacterClass or even a particular character (in case of {{Signature Move}}s).

!!By manner of acquisition
Skill scores are not so much "acquired" as "improved", since most characters start off with at least minimal scores in them and then decide which ones to improve by:

* Arbitrarily investing "skill points" into them, which are gained after {{Level Up}}s (in CharacterLevel systems) or quests (in the PointBuildSystem)
* Repeatedly applying the corresponding basic action (in the so-called Training System)

Perks can be acquired (and optionally upgraded) by:

* Arbitrarily spending "skill points" on them, gained by leveling up or completing quests
* Buying them from trainers with regular in-game currency
* Learning them from items, such as manuals, spell scrolls, etc.
* [[DesignItYourselfEquipment Combining existing effects into new moves]], specifically, magic spells and {{combo}}s

If the player doesn't need to visit a trainer to upgrade their skills, the game may instead require the PlayerCharacter to rest before allowing to spend skill points.
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