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History Analysis / SkillScoresAndPerks

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* '''Diplomacy skills''': Relevant during interactive dialogue

to:

* '''Diplomacy skills''': '''[[MultiplePersuasionModes Diplomacy skills]]''': Relevant during interactive dialogue


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

to:

** 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.


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

to:

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


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

to:

** 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


** Assessment: Ability to discern enemy threat level and abilities at a distance

to:

** Assessment: Ability to discern [[EnemyScan enemy threat level and abilities abilities]] at a distance


* '''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).

to:

* '''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]]).


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

to:

** 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

to:

** 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.

to:

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


* '''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.


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

to:

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


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

to:

** [[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.


** Athletics and acrobatics: Ability to move faster and leap further and higher

to:

** 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.


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

to:

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



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

to:

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

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