katz wrote:
I'm working on an IF RPG engine and I'd like opinions on how the skill system should be handled. Specifically, should the player always have to make an explicit skill check (eg, "use handle animal on mustang"), or should checks be made automatically when the player attempts to do something that would logically require a skill check (eg, "ride mustang")?
The former is pretty horrible as interface goes. Is there a reason that you can't make the skill match the common verb? (Or if multiple verbs are likely to lead to the use of the skill, call the skill some annoying composite like Jump/Climb/Run rather than Athletics). That way, the player knows that whenever they use the verb, they're liable for a skill check. And if you ever need to use that verb and it doesn't require a check, say that it's still a check and make it an automatic success, or whatever.
katz wrote:
Also, would you expect an RPG system to allow straight ability checks (eg, "use strength on door"), or would it be fine to reduce all checks to skills and items (eg, "use sledgehammer on door")? Most systems allow ability checks, but I find that I never use them.
I think that, in general, base abilities (strength, charisma) are there as a default for the GM to fall back on when they don't know what skill to use, or when the player hasn't invested points in a specialised skill, or whatnot. This means that in an IF-like context, where the GM knows about all possible skill checks, there's a lot less reason to make ability scores a separate category from skills.
The other useful thing ability scores do is to help group related skills (so that a high Dexterity character will generally be good at a bunch of dexterity-related skills, get combat bonuses for dexterity-reliant things, etc.) How useful that is will depend on aspects of your system that I don't know about. (If the game comes with pre-generated characters, for instance, that function ceases to be a big deal.)