07-08-2018, 02:29 PM | #9 |
President and EIC
Join Date: Jul 2004
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Re: New Skills
A lot of these would be GURPS-style advantages. And I weighed trying to add those to the system but decided "No." Or "not now," at least.
I really like advantages and disads, but every one is a new rule. Streetwise I can definitely see. Survival (terrain) maybe. Heraldry, yes, but probably just in the list of mundane skills. Might be a 2-pointer. Area Knowledge, maybe. Artillerist, or just Gunner, makes sense, but is it worth adding when we don't have the weapons? What about Spelunking? What might a talent by that name bring to the tble? Is it just Survival (Caves?) ---- After deep meditation and reading comments, I have slid back to the "memory limit" camp - your IQ limits the number of spells/talents you can have. |
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