09-18-2009, 03:19 PM | #1 |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Thoughts on reducing skill list.
So, a perennial problem I have with some players is the size of the skill list. I was thinking about ways to reduce it that strike a compromise between wildcard skills and the status quo.
The main idea I had was to group similar skills together, and then allow optional specializations and apply familiarity penalties. So create an "Athletics" skill with optional specializations that include hiking, running, lifting, jumping, etc. The broader skill would increase in difficulty a level, but still allow people who want specialization their druthers. Other candidates were skills that require specialization currently. Instead of multiple variants of Electronics Operation at IQ/A, you may purchase a single skill at IQ/H that covers all variants, with familiarity penalties if you try to mess with something you don't have experience with. Additionally I was looking at compressing weapon skills. Perhaps a single "Sword" skill for both one handed and two handed slashing + thrusting variants, a single "Knife" skill covering jitte/sai and knives, and a single "Fencing" skill that covers lighter fencing type weapons. I'm trying to strike a balance between realism and ease of use. I don't want unrealistically omni-competent characters, but I'm hoping to seriously reduce the size of the skill list while still allowing a bunch of optional specialties for the granularly-minded. The main roadblock I see is how you deal with someone who wants to specialize in two versions of the Electronics Op skill. Anyone else have any thoughts on this? |
09-18-2009, 04:31 PM | #2 | ||
Join Date: Aug 2007
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Re: Thoughts on reducing skill list.
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Nor are all the skills which require speciality as nice. The various Drive and Pilot specialities have complicated relationships between each other. Engineer has various defaults from other skills for each of its specialities, and ends up with similar problems to EO (in principle, how many highway planners do you think would make good weapon designers?). Then there's Artillery, which has specialisations so that all those skills are in one place for simplicity. |
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09-18-2009, 04:44 PM | #3 | |||
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Thoughts on reducing skill list.
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09-18-2009, 04:56 PM | #4 |
Join Date: Jun 2007
Location: Brazil
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Re: Thoughts on reducing skill list.
While not realistic, Wildcard skills (B175) can help you to group some of them.
Some skills that can be mixed at the top of my head. Fast-Talk + Acting + Brainwashing + Sex Appeal + Carousing + Diplomacy Acrobatics + Aerobatics + Aquabatics + Climbing + Escape Cloak + Shield (any) Computer Skills mixed in one Each skill category in Meele Weapons Armoury (any) + Engineer + E. Reapirs + E. Operaton + Electrician Artillery + Gunner Autohypnosis + Meditation + Breath Control + Dreaming Gun (any) + Beam Weapon (Any) + Crossbow Bycicling + Driving (Motorcycle) Body Language + Detect Lies Brawling + Boxing + Karate + Forced Entry Judo + Wrestling + Sumo Wrestling Fisrt Aid + Physician Plus drop any specialties and look at Talent to get more inspiration.
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GigaNERDs
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09-18-2009, 05:17 PM | #5 |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Thoughts on reducing skill list.
If you're going the all-wild-cards route, you quickly run into the problem of the cost of Wild Cards vs the cost of Attributes. I suggest, in such games, charges 2x, rather than 3x, the cost of VH skills. This means raising 3 or 4 wild cards can still be cost effective.
In other games, I like to introduce one wild-card skill that takes up a given templates "less important but still defining skills," and carefully define in the template what they can do with the rest of their character points a la Dungeon Fantasy or Action. You end up with a list that's quite easy to write down on a character sheet, which is very important for high point-total games *still has nightmares of writing down skill lists from 3e Black Ops* |
09-18-2009, 05:25 PM | #6 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Thoughts on reducing skill list.
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Let me lay out a very exaggerated version of this: You have five skill categories, Fighting, Talking, Knowledge, Technical, and, I dunno, Survival. Each character buys them to the levels they want, but they must specialize. They perform their specialty at base value, and everything else at -4 (ignore the familiarity penalties except for obvious familiarity problems, such as using alien tech or performing techniques you wouldn't know). Thus, a character with Fighting (Sword) 18 is better at using a gun than someone with Fighting (Gun) 12, but is generally as good in combat with his sword as someone with Fighting (Karate) 18 is with his fists. Everyone has the same basic skills, more-or-less, but they define themselves a little differently with their specialties. Obviously, you'd want something more granular than that (Fighting would divide up into Melee, Ranged, and Athletics, at a minimum, for example). White-Wolf's 25-skill model works pretty well. I'm just not sure how well this would interact with things like Talents and Techniques. In the very least, you need to make sure you have more skills for a given attribute than is economic to raise (Say 6-8), forcing players to either specialize in the skills they want, or to raise their attribute to high levels, just like the current model. |
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09-18-2009, 05:48 PM | #7 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Thoughts on reducing skill list.
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The problem I'm running into is that, because the skills tend to be priced based on actual difficulty to learn and not adventuring utility, stuff like Physics can't be bundled in with other skills without providing a point discount. And logically, I can any sort of vehicle operation into one skill, but that's canonically Drive! which is much more expensive than just a VH skill containing all the drive and piloting skills. Then again, if a character had Drive! I wouldn't generally be assigning familiarity penalties at all. I'll post the final skill list with specialities to my site once I finalize it. |
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09-18-2009, 05:51 PM | #8 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Thoughts on reducing skill list.
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09-18-2009, 05:55 PM | #9 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Thoughts on reducing skill list.
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First, I don't understand what you mean by "hard" or "average" specialties. Does my "Easy" Psychology specialty (I dunno what that would be, say Savoir-Faire Psychologist, I dunno, it's hypothetical) default to all of those Psychology skill-specialties? If so, why bother with Psychology (Psychology) (VH) at IQ for [8] which gives me Savoir-Faire at IQ-4 and Body Language at IQ-4 if I can have Psychology (Savoir-Faire) (E) at IQ+3 [8] and have Body Language and Psychology at IQ-1? As for the rest, you're making a major change to the system. Thus you're going to innately mess with pricing. Don't worry about the fact that you might be stepping on the toes of Wild Card skills: You're system will essentially replace them in the first place. If I were doing it, I'd just make all the skills Very Hard. You simply choose your specialty and buy your skills, and all skills cost the same. I'd then have somewhere between 20 and 50 skills, and simply list what all the possible specialties in those skills are. It's simple, it's fast, it doesn't completely eliminate Talents from the game. It will eliminate Wild Cards, for the most part, but Wild Cards exist to do what you're already doing, so they're redundant anyway. |
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09-18-2009, 06:08 PM | #10 | ||
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Thoughts on reducing skill list.
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I guess what I'm trying to do is group together skills that default to each other, if possible, so it's right on the character sheet what other skills might be "close enough" to help you out in certain situations. Quote:
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