Quote:
Originally Posted by Mathulhu
I have been thinking about a different approach to deal with the disparity between attributes and skills. All the methods I see deal with point costs, instead I am looking at the mechanics of skills and I think I have found a better way.
There are rules to decrease the difficulty of a skill by specialising in a smaller area, physics iq/h becomes physics (nuclear) iq/a. The same mechanics can be used going the other way, fast talk iq/a, disguise iq/a and acting iq/a become deception iq/h.
So now a character who is broadly skilled in one area can make a broader skill almost a wildcard skill to represent their aptitude without having to buy up iq so much they tread on the toes of the true generalist.
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That one is nice, I had pondered something similar, especially for cases like Survival (which is always specfic unlike other skills, say, naturalist, who are not).
This might demand quite some overhauling of the whole skill system, which, however, I think would be good, the system really is the one area that is most in need of a good revision.