Thread: New Skills
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Old 07-08-2018, 02:29 PM   #41
Steve Jackson
President and EIC
 
Join Date: Jul 2004
Default Re: New Skills

A lot of these would be GURPS-style advantages. And I weighed trying to add those to the system but decided "No." Or "not now," at least.

I really like advantages and disads, but every one is a new rule.

Streetwise I can definitely see.

Survival (terrain) maybe.

Heraldry, yes, but probably just in the list of mundane skills. Might be a 2-pointer.

Area Knowledge, maybe.

Artillerist, or just Gunner, makes sense, but is it worth adding when we don't have the weapons?

What about Spelunking? What might a talent by that name bring to the tble? Is it just Survival (Caves?)

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After deep meditation and reading comments, I have slid back to the "memory limit" camp - your IQ limits the number of spells/talents you can have.
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