05-23-2020, 08:23 PM | #41 |
Join Date: Apr 2020
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Re: Savage Worlds (or other reduced) skill list?
One thought that I had on this topic was to use the "Optional Specialties" rules on pgs 169-170 for all skill catagories. For example you'd combine Melee into 1 skill at DEX/H and have things like Shortsword as the Optional Specialty at DEX/A. So you can buy up Melee to use all weapons or buy the cheaper Shortsword and use all other Melee skills at -2.
Things like Filch, Pickpocket and Slight of Hand would all be the same. Probably using Slight of hand as the base, higher cost skill. All influence skills could be under "Influence", etc. This allows someone to specialize if they wish or not if they don't. In addition, if they do specialize, generally it'll only be the one skill. Just a thought. - Shane |
05-24-2020, 04:00 AM | #42 |
Join Date: Sep 2006
Location: Luxembourg
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Re: Savage Worlds (or other reduced) skill list?
A few other skill substitution that may make sense, or not ... :
Packing > Teamster Mimicry > Acting Falconry > Animal Handling Mount : replaced by perk : trained mount. Ventriloquism > Acting Photography/TL > Artist Makeup/TL > Artist Stage Combat > Performance Poetry> Writing Combat Art†> Performance Accounting > Finance Market Analysis > Finance Boxing > Karate Main-Gauche > OHT Jitte/Sai > Knife or Broadsword + perk Saber > Broadsword + Perk (fencing weapon) Smallsword > Rapier Shortsword > Broadsword or Knife Spear > Polearm Staff > Polearm +perk (staff parry training) Thrown Weapon > Throwing Filch > Sleight of Hand Pickpocket > Sleight of Hand Poisons/TL > Pharmacy Typing > Leveled Perk : trained Typist |
05-27-2020, 08:32 PM | #43 | |
Join Date: Dec 2004
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Re: Savage Worlds (or other reduced) skill list?
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05-28-2020, 06:47 AM | #44 | ||
World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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Re: Savage Worlds (or other reduced) skill list?
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I merged Animals and Plants into Nature, but I broke out Ranged and Melee from Combat. Each one is roughly worth a VH×2 Wildcard, which also keeps them a bit more competitive in price. I've also been using Talents alongside these Niches because I think of Niches as vertical and Talents as horizontal. A rootin'-tootin' cowboy might have high Nature, Outdoors, and Ranged, but it makes sense to throw the cowboy a bone with the newfangled Cowboy Talent that gives the cowboy specific bonuses to working with cows and horses, shootin' revolvers, etc. Of course, I also generalize talents a bit more instead of mentioning skills by name—just +1 to working with cows and horses, using typical cowboy weapons, and knowing the lay of the land out West. I figured that was worth about 10 points. Quote:
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Raekai's links: My blog about conlanging, GURPS, and other stuff! — Using Knowing Your Own Strength with Conditional Injury Simulating multiple attacks Wildcard Power Pool: a flexible magic/powers system Magic to RPM complete conversion v2 (incomplete) Perussinexian Magic 2 (outdated) |
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05-31-2020, 09:41 PM | #45 |
Join Date: Dec 2004
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Re: Savage Worlds (or other reduced) skill list?
One last note - those who like the detailed skills but find building concepts (journalist, doctor, etc) tricky, Action 4: Specialists and its 25 point skill packages is useful. It's Modern Action but most could be adopted to other genres. That makes sure the PCs start with the right skills. The niches from Template Toolkit: Characters would make a good base for Specialist type lenses as well.
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