Skills
One aspect of Formula Dé that is lacking, is that of skills. Thus I propose the following simple system.

Skills available:
There are three types of skill available - Driver, Gunner and Handgunner.

Driver Skill Pool: Driver skill is used for all aspects of driving vehicles.
Gunner Skill Level: Gunner skill is used for combat and the art of shooting weapons.
Handgunner Skill Level: Handgunner is used for pedestrians and when drivers are out of their vehicles. It will only effect hand weapons. Team Skill Pool: This skill represents the actual team that the driver belongs to, and thus contains elements of the mechanics, pit crew and so on. It is used to represent the mechanical reliability of the car, and the speed of the pit crew.

Skill types and use:
Due to the way that Formula Dé works, I've had to describe skills as one of two types - Skill Pools and Skill Levels. Both work slightly differently.

Skill Pools:
A skill pool is a degradable points total that is used by a Driver or Team to influence certain actions and die rolls within a game. Each use of the skill pool reduces the available pool total by 1. So for example, a Driver with a skill pool of 6 can use the skill 6 times before the pool has run out.

A pool is used to either re-roll a die roll, or add a modifier to a die roll. Each +/-1 that is added to the die roll counts as 1 use of the skill pool, as does each re-roll. The two options may be used together, so a re-rolled Gear die, with a +3 modifier actually counts as 4 uses of the skill pool.
If a modifier is to be used, it is declared before any dice are thrown - it cannot be added afterwards!

Skill pools can only be used to influence certain skills, and the complete lists are below. This list includes the Basic, Advanced and Combat racing rules, so if the action you want to change is not listed here, then it can't be done. House rules may have to add to this list.

    Driver skill uses:

  • +/- 1 to the Gear die
    [There is a maximum modifier equalling the Gear being used (thus the maximum modifier for second gear is +/- 2). The modifier cannot take the speed of the car above of below the maximum/minimum values of the gear die]
  • Re-rolling the Gear die
  • Re-rolling the start die
  • Re-rolling the collision die
  • -1 to the start position die
  • -1 die to the time trials
  • Re-rolling the road handling die
  • +1 to the avoid roll for dropped weapons
  • +1 to ram another car
  • -1 to avoid a ram by another car
  • -1 to avoid an eliminated vehicle on the track

    Team skill uses:

  • Re-rolling the damage die
  • Re-rolling the engine damage die
  • -1 to the pit stop die
  • Re-rolling the pit stop die

Skill Levels:
A skill level works slightly differently that a pool. The level of the skill is simply a modifier that is added to every die roll that the skill relates to (which is listed below). The level doesn't degrade with the amount of uses, and thus there is effectively no reason why the level can't be used every time the skill is. However, if desired, the full skill level doesn't have to be used as the modifier, although the only reason I can think of for this happening is in the fields of deception.

    Gunner/Handgunner skill uses:

  • + level to the to-hit roll

Skill Experience:
As drivers complete more races, they can gain in experience. To represent this, every skill has an associated experience point level. As a driver or gunner wins races, gains kills and so on, they will gain experience points. When this experience point level equals the level of the skill it is related to, then the experience point level is reduced to zero, and the skills rating is increased by one.

At no point may experience points from one skill be used to bolster the experience points for another skill.

Gaining experiencing:
Driver skill: 1 experience point per race completed
Gunner / Handgunner skill: 1 experience point per race in which the skill user scored a kill.
Team skill: 1 experience point per race in which a normal (not slow) pit stop was scored.

In all players are in agreement, extra experience points may be awarded for lucky/tactical/outrageous events, however there should be a ceiling of +3 points total for this per race.

Generating Skill Ratings:
There are three main ways of generating skills for drivers, gunners and teams.

Picking ratings:
This method simply lets the players pick their skills. To make things fair, all players should have the same skill ratings - examples of average skills can be found in the random generation method.

Buying ratings:
Here, the players have to buy their skills using the points that are used to buy their cars. It costs 1 construction to buy one rating for one skill.
If experienced drivers and gunners are required, then skill ratings shouldn't be bought from the car construction points, but an additional amount of points should be given to buy these ratings.

Randomly generated:
This is mainly used for Combat Racing Season games, but it can also be to generate randomly skilled drivers, which can give a wide variety of experience in games!

To use this method, you roll a die roll for each skill - thus a driver has Driver and Gunner skills, while a Gunner only has Gunner skill, or both if in a non-formula one race. Handgunner should be rolled for any pedestrians, and a general team skill should also be rolled per team.

Roll the black 1d20 per person, and look across to find the actual values depending on the role of the person. Thus a driver rolling a 16 is classified as Experienced, and will have a driver skill pool of 8 and a gunner skill level 3.

DriverGunner
Die RollExperience
Level
Driver
skill
Gunner
skill
Driver
skill
Gunner
skill
Handgunner
skill
Team
skill
1-2Newbie000000
3-6Starter211111
7-12Average412222
13-15Average622333
16-17Experienced833444
18-19Experienced934555
20Champion1046666

If you want a more randomised set of skills, then you should roll the die for each skill that the person has, and thus a driver could end up being a champion at driving, and only average for gunnery skills.


Formula Dé