05-18-2020, 12:45 AM | #21 | ||
Join Date: Jul 2010
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Re: Savage Worlds (or other reduced) skill list?
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I also think that the important question is not WHICH of the listed skills would be used, but rather if you are ever going to have a player character that takes one but not the rest. If all the skills are almost always picked as a group, why break them up? I mean, I understand that in real life, someone might have a lot of Surgery and not very much Diagnosis, but in an RPG, that's not likely. At least not with any players I've played with. In my ideal system (from magical fantasy land where all my wishes come true), you would select broad competency but then be able to tweak individual aspects. Quote:
I agree with this sentiment. I actually noticed that they added power modifiers in SWADE and thought that they were trying to get closer to the GURPS Powers system. Savage Worlds has definitely gotten more generic in its newer incarnation. I don't think that's a bad thing, particularly, but the trend is noticeable. I'm also not a fan of the new conditions they added. The first few editions had "up, down (shaken) or off the table." |
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05-18-2020, 02:26 PM | #22 | ||
Join Date: Aug 2005
Location: Denmark
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Re: Savage Worlds (or other reduced) skill list?
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I find that, that's a problem. Quote:
They are fine for what they are. But not the solution I would want. I want the same thing as DaosusLeghki dreams of. |
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05-19-2020, 10:23 PM | #23 | |
Join Date: Dec 2004
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Re: Savage Worlds (or other reduced) skill list?
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05-20-2020, 09:20 AM | #24 |
Join Date: Jan 2006
Location: Ottawa, Canada
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Re: Savage Worlds (or other reduced) skill list?
For those who were looking for a different way of running the skills, have you taken a look at Tbone's GURPS Diner. He has an article called ESCARGO (Exponential Skill Costs: A Radical GURPS Option) which takes a different approach to skills, merging skills, specializations, and subspecializations.
It can be summarized as follows: - Easy skills are now "Ease +1", Average are "Ease +0", Hard are "Ease -1" and Very Hard are "Ease -1" - All skills follow the Average skill progression, but you can then add the skill's Ease to your skill level (technically, the article gave skills an exponential cost increase at higher levels, but I think that's a 3E legacy... I'm guessing you can safely ignore that for 4E.) At this point, you're still matching existing rules and merely changing some of the terminology. What makes ESCARGO different is that you can then specialize skills to a narrower subset by increasing Ease by +1 or more based on how narrow the specialization is. So for example, if Biology is Ease -1, you could have Botany at Ease +0 or +1, and Tree Botany at Ease +1 or +2, and maybe Maple Tree Botany at Ease +3 or +4. You can also move upwards by decreasing Ease by -1 or more based on how broad the skill is. So perhaps Biology falls under a broader Physical Science (that includes Biology, Chemistry, and Physics) which would maybe be at Ease -3, and then a generic Science (which would be the equivalent of the Science! wildcard skill) at Ease -5. You're supposed to get an idea of how much a give skills actually covers in terms of knowledge/what you can do, then decide an appropriate Ease value for it. So if you want a generic Medicine skill that will cover the skills effects of Physician, First Aid, Diagnosis, and Surgery... then perhaps it's an Ease -4 or -5 skill. There are other rule tidbits like how to determine defaults between your skills and defaults for skills with a huge Ease penalty, when you have two skills that overlap, etc. It's an interesting framework for redesigning skills and lets you simplify the skill list by merely limiting skills with a greater Ease penalty (e.g., only using skills that have Ease -1 or worse, thus limiting the skill list), yet at the same time it has the flexibility that a character can be better at a subset of that skill as well by changing the Ease level. While I've never used it myself, the framework seems solid enough. The downside is that it is merely a framework. It is not fleshed out. The heavy lifting of actually placing all those skills together and defining what overlaps with what and can thus be combined into a "more difficult ease" skill would all be up to the GM. So those looking for an immediate list of a smaller skill list won't find it here. This is just a possible way of implementing said list once you have defined it yourself. |
05-20-2020, 09:40 AM | #25 | ||
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Savage Worlds (or other reduced) skill list?
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Last edited by Donny Brook; 05-20-2020 at 09:43 AM. |
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05-20-2020, 04:02 PM | #26 |
Join Date: Mar 2008
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Re: Savage Worlds (or other reduced) skill list?
In many cases the question isn't which skill but which of several are best in this case (maybe because that's the one they have). If you have a locked door, Lockpicking, Forced Entry, Explosives(Demolitions) all work. If you know who has the key Fast Talk, Administration or Sex Appeal.
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05-20-2020, 06:14 PM | #27 |
Join Date: Feb 2016
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Re: Savage Worlds (or other reduced) skill list?
Subtlety and gentleness matters in many situations though. Lockpicking is usually a lot quieter than Explosives, and the authorities are much less likely to shoot first and ask questions never when facing someone who uses Lockpicking over someone who uses Explosives. Sex Appeal is usually a lot gentler than Intimidation, and people are much less likely to hold a grudge against a successful use of Sex Appeal than a successful use of Intimidation.
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05-20-2020, 06:42 PM | #28 |
Join Date: Mar 2008
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Re: Savage Worlds (or other reduced) skill list?
And if there are armed guards on the other side Demolitions works better then Lockpicking because it stuns a few. A variety of ways gives more options.
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05-20-2020, 10:32 PM | #29 | ||
Join Date: Aug 2005
Location: Denmark
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Re: Savage Worlds (or other reduced) skill list?
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But this ESCARGO system makes it more streamlined. I like that. Quote:
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05-20-2020, 11:24 PM | #30 | |
Join Date: Aug 2004
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Re: Savage Worlds (or other reduced) skill list?
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On the last part quoted above, though: Actually, the part about exponential cost increases for skills isn't a side topic; it's what the thing is all about. A big "what if?" article about how things might work if skill costs were set to continually increase per level, whether in 3e or 4e or any version. There's also discussion of combining or breaking up skills under that framework, as you note. Although that's a side topic in the ESCARGO article, it's the part that would be of interest to this thread (so thanks again for the mention!). That said, though, the article's take on it really just amounts to "combine or break up skills as you like; combine or break up costs to match." Doing this may yield particularly interesting results under the ESCARGO framework, but in the end it's still essentially "you could combine n Average skills into one super-skill if you like; the cost will be the combined costs of n Average skills." (A note to put this all in context: The article in question is definitely a nerdy "what if we played with things under the hood, for curiosity's sake" deep delve; what I call "game design R&D", and not some "hey, give this a try!" sort of toy. Anyone interested can check it out here.) So. While all that touches on the topic of combining skills to create a shorter list, I don't think it offers any cost solutions that this thread would find helpful. A more interesting solution would likely take, say, a half dozen skills, combine them into a super-skill, and give them a cost less than the cost of the combined individual skills. Like Wildcard skills, yes, but perhaps adopting some nifty framework with flexible cost, depending on exactly how many skills are being combined. And if anyone wants to explore that, I have some ideas here. However, that's again a nerdy "laboratory R&D" article for hackers, not a fun toy to drop into your games. But. Getting away from that and heading back to the OP . . . Whatever the details of costs, and whether or not to use Wildcard skills, and other details, I wonder what people think a good "manageable" number of skills might me. A few dozen, like some of the games mentioned? Are there any good examples out there, on blogs or in other threads, of attempts to pare GURPS' skill list way down like that?
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