*bursts into the room with a ruffled lab coat, my hair a mess, and soot covering my face* "I HAVE DISCOVERED THE ANSWER!"
So I had an epiphany to solve an issue with making a MoL ttrpg that I've been struggling with for like 3 days.
So generally speaking there's 2 types of "skill systems" that I enjoy. One is like pathfinder 1e where on level up you get a certain number of points (called ranks) that you can put into skills that you need. You can only have a number of ranks in any skill equal to your level so you have to pace yourself and there are crunchy ways to increase the total bonus to skill rolls. Things like feats, class abilities, and "class skills" all help in allowing you to maximize the number. I like the degree of player control and agency in this type of system. I don't like how out of control the bonuses can sometimes get and how disconnected from the narrative it can be. "Oh on level up in the middle of this dungeon I realized how necessary climb is so I'm investing all my ranks into it and shooting up to max capabilities. So now the wizard went from falling from every rope to freeclimbing a sheer cliff face." That can be . . . weird. The other skill system is the sort of "use the skills to boost them" method. In some systems you fail a check with a skill you earn xp you can spend to increase that skill. In another every success you get to mark on your sheet and at the end you make a roll and if you roll above that skill number then you get to bump it up. All sorts of ways of doing it. It's a very narrative system that makes sense. There's actually one where you need to get a number of successes AND failures equal to your ranks already before you're allowed to upgrade it. You need to fail and practice to improve right? That makes sense. But I'm hesitant to implement it into my vision of a MoL ttrpg. For one thing, it works best in a levelless system. My idea of MoL ttrpg has levels, I can't abandon that yet. And secondly, I don't like that the only way for players to showcase agency is by trying to fish/grind for situations to trigger the upgrade.
So how do I balance my want for levels, player agency, gameplay that encourages practice without grinding, and a system to support the method? How do I let players enact the "fantasy" of honing their shaping skills without it being busted or narratively dissonant?
And then I found it: apparently in Dark Eye 4e whenever you crit (succeed or fail) a skill check the price to upgrade the skill during point buy decreases! I think this would be perfect! If you use a skill more often you're more likely to crit and decrease the cost, but you don't get the boost immediately! You still have some player agency during level up to assign points to new skills you're bad at but you can't immediately become an expert in something with no practice!
I could also implement a downtime rule so that if you just don't get crits and the gm allows you to make time you can just earn the point decrease with dedicated practice between adventures.
There's still some tweaking that probably needs to be done to make it more streamlined and balanced, but I really like this core idea and I had to talk about it in some way.
Now the question is: do I keep this only for shaping skills like I originally intended, or do I combine this with the non-magical skills under the same system for simplicity's sake? Because originally I wanted the magic system skills to be separated from the non-magical skills to highlight the mechanical differences in play, but I really like this idea and think it would fit for "mundane" skills like stealth and bartering.










