@Arkandel said in Politics etc.:
I've yet to see a game in which non-physical stats were somehow as needed as physical ones. It tends to go completely one way or the other.
Sure. In this case, physical shit takes primacy. Mass Effect is a war story; the system I'm making is essentially a strategic war game.
If your system has mental/social stats aren't filled with fluff that's at best circumstantial or basically just XP sinks you'd already be ahead.
Funny you should mention that. I sort of mashed Mental + Social stuff together. Where you had 6 stats in WoD, for instance, you have 3 here: Mind; Guile; and Resolve.
Success on skills is simple. Compare the scores of your PC's statistic (Mind, for example) against a static difficulty (if it is a task that is based purely on the PC's skill) or the target PC's statistic (Resolve, for example). Apply modifiers. If the scores are equal, you roll 1d6; if your score is greater, you roll 2d6 and pick the best result; if your score is greater than 2x the target's, you roll 3d6 and pick the best; but if the target's score is greater, you roll 2d6 and the target picks the result; and if the target's score is 2x greater, you roll 3d6 and the target picks. (Yes, I borrowed liberally from Blood Bowl.)
Consult the following table to determine the result for each die:
Roll Result
1 Failure.
2 Failure.
3 Failure, unless roller is proficient OR non-roller is proficient, if contested.
4 Success, if the roller is proficient.
5 Success
6 Success
PCs start off proficient in at least 2 of 18 skills, depending on the species they pick.
As far as mental/social rolls go, success indicates a basic, non-complex success. For instance, a successful Subterfuge roll might mean passing your fake ID off as genuine, but it would not mean that you convince a C-Sec Agent to turn in his badge because Commander Bailey is really a shape-shifted Salarian.


