I like a rules-lite game because of its flexibility to suit different games and tables, speed of play, and ease of use. Any game where I have to remember a catalog of rules slows the game down more often than not and makes it more complex than needed. Complexity can but does not always improve a game. Below I have a system - not an original one - for skills. It's a soft skill system intended to be simple and fluid. It relies on your reasoning more than instructions or mechanics.
Occupations
At character creation, players choose up to four occupations for their character. Each occupation has a skill level of 0 by default representing an average skill (whereas not possessing an occupation represents no skill, training or experience). You get 4 points that you may distribute among your occupations to a cap of 3 (written as +0, +1, +2, or +3).
Consiser this post a supplement to this post about a 2d6 ttrpg system where this soft skill system is used.
Occupations are intended to be used as non-combat skills. Your combat skills are a separate system and are apart from your occupations. This applies even for a combat oriented occupation like soldier. An occupation like soldier applies to the other knowledge and skills that a soldier would be expected to have in addition to combat skills. When making a non-combat roll, add one attribute and one occupation.
- Occupations represent knowledge, skill, training, experience, and social etiquette. They can describe actual jobs you have or have had, training you've received, your social class or rank, or even your cultural origin.
- Occupations describe your characters backstory. For example, in my first book, Iosefina is a server in a restaurant. Then she briefly becomes a thief, then she becomes a witch, then she briefly receives training in swordplay and wilderness survival from a soldier.
- Occupations are DIY. Choose your own or from a list of occupations in the setting provided by the GM. Discuss with GM.
- Examples: Merchant, Soldier, Mage, Ranger, Beggar, Noble, Laborer, Priest, Musician, Sailor, Thief, Charlatan, Barbarian, Doctor, etc.
- If a bonus from an occupation can reasonably apply to a (non-combat) roll, then you may add it. One occupation per roll, one roll per action.
- Some actions may not have a chance of success without possessing an occupation. For example, a surgeon or nuclear physicist. Use your reasoning! GMs have final say.
- The difficulty of actions should default to realism. If something can reasonably succeed, it does. If something is genuinely impossible, no die roll will allow it.
What if there is a combat application for an occupation? If so, then it can be used for a combat roll only if the combat skills of the game do not cover that applicatio . For example, let's say there is no magic combat skill in your game and you would like to attack with a spell using your Mage occupation. This would be allowed.
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