07-03-2020, 12:50 PM | #21 | |
Join Date: Aug 2014
Location: Snoopy's basement
|
Re: Background Skills [House Rule]
Quote:
|
|
07-03-2020, 01:01 PM | #22 |
Join Date: Aug 2014
Location: Snoopy's basement
|
Re: Background Skills [House Rule]
|
07-03-2020, 02:41 PM | #23 | |
Join Date: Apr 2005
|
Re: Background Skills [House Rule]
Quote:
I'd call it a flat -5 point disadvantage and rule that it prevents you from having any skill defaults outside of the very limited set of skills you might have been exposed to while growing up; no more than 15 skills. This applies to both defaults from attributes and other skills. For -10 points, you get no skill defaults whatsoever unless the task is so simple and obvious that you can figure it out from first principles. For example, for -5 points, a badly-educated and socially-deprived TL7 ghetto kid with Isolated only gets skill defaults with Driving (Automobiles), Fast-Talk, Guns/TL (Pistol), Intimidation, Knife, Melee Weapon (Broadsword or Shortsword), Panhandling, Scrounging, Sex Appeal, and Urban Survival. For -10 points, you're a newly-programmed robot or a clone straight from the clone bank and have no defaults whatsoever. In terms of point cost, it's about equivalent to Talent (Jack of All Trades) or an "Anti-Talent." |
|
07-03-2020, 02:52 PM | #24 | |
Join Date: Apr 2005
|
Re: Background Skills [House Rule]
It's uncommon after about TL6, at least in more prosperous societies. In poorer societies where "make do and mend" is the norm it will be much more common even at higher TL.
In any case, regardless of time spent learning the skill, Sewing typically isn't that useful a skill for adventurers, with the obvious exception of Age of Sail sailors. Ditto for Gardening, Farming, and many professional skills. Quote:
In game terms, that means that after you hit skill level 12 or so, you don't get further character points for self-improvement through OTJ training. Treat it as a Quirk. |
|
07-03-2020, 02:58 PM | #25 |
Join Date: Apr 2005
|
Re: Background Skills [House Rule]
There's also the difference between low-level or survival-level artisan skills and professional-level skills. A medieval housewife might know a bit about spinning, weaving, baking, and beer brewing as defaults from Housekeeping, but she wouldn't have the professional knowledge of those skills unless she actually worked in the trade.
|
07-03-2020, 03:24 PM | #26 | |
Join Date: Feb 2016
|
Re: Background Skills [House Rule]
Quote:
|
|
07-04-2020, 04:37 AM | #27 |
Join Date: Nov 2015
|
Re: Background Skills [House Rule]
I assume that would mostly fall under Diplomacy, as well as using one's reaction bonuses
|
07-04-2020, 01:55 PM | #28 | |
Join Date: Apr 2005
|
Re: Background Skills [House Rule]
Quote:
Unless they're severely socially crippled, any reasonably intelligent person can find some topic to open a conversation. Diplomacy or Psychology skill might give you an idea of what topics might interest a potential conversation partner, other Influence skills allow you to manipulate the conversation to achieve a particular end. Shared areas of interest, like Current Affairs, might act as complementary skills. |
|
07-04-2020, 11:33 PM | #29 |
Join Date: Oct 2005
Location: Ronneby, Sweden
|
Re: Background Skills [House Rule]
I wouldn't use a house rule to force skills that aren't used on players, the skill list for a character can already be quite long. If these skills do get use I would either tell players that are missing them during character creation about that so they can chose to take them or put them on all the background templates for the setting.
In general I don't think that things that describe the character but doesn't affect play should cost points. |
07-05-2020, 01:30 AM | #30 |
Join Date: Jul 2015
Location: England
|
Re: Background Skills [House Rule]
Personally I'd have said this is what skills at default are for. Current Affairs defaults to IQ-4, and Sewing to DX-4, so for an "average" DX 10, IQ 10 character, this can easily result in an effective skill of 11 or 12 due to a favourable task difficulty modifier, which should be adequate for normal (rather than adventuring) use.
For those who spend a significant amount of effort on a skill (e.g. serious hobbies, the skills you need to do your job), I think that's worth investing a point or two, and there's the Dabbler perk to add a bit more resolution for the intermediate levels. An "average" person is only 25-50 points. I like to model "average people" using the "Normal Janes or Joes" sidebar on Psis 19. If you remove the 50 point psi package, reduce disadvantages to -20 to avoid hitting the disadvantage limit, and reduce all attributes to 10 to compensate, and add "additional levels of attributes, languages and the Dabbler perk" to the list of allowable advantage options, you end up with a 50 point character. That's probably excessive for some people, especially those without wealth or high attribute levels, who may be closer to 25 points. Last edited by Crystalline_Entity; 07-05-2020 at 01:38 AM. Reason: Fixed a mistake in my explanation. |
|
|