What Skills Could I Use?
If you have read some of my other thread, you might be aware of how indecisive I can be at times and how much of a perfectionist I am. Also, you might know that I tend to (try to) be a "power gamer".
This request falls under that last category. My character is a blend between a warrior and an elemental magician. I've got Brawling, Broadsword, Fast-Draw (Sword), Intimidation, Symbol Drawing (Seidolon), Two-Handed Sword, and Writing. The campaign is TL 3+2 if that makes any difference. To narrow down the possibilities, there are already other characters that cover the engineer, assassin, guy-who-knows-a-lot-about-monsters, and airship pilot types. Is there a specific skill that you would never go without? And why? EDIT: Also, I'm gonna hi-jack my own thread and ask for good ways to help get the best out of parrying and boosting it. Thanks! |
Re: What Skills Could I Use?
administration, diplomacy, savoir faire and tactics.
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Re: What Skills Could I Use?
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Re: What Skills Could I Use?
Savoir-Faire, Administration Research and Strategy are all rather useful given your character concept. In my experience, it is sometimes better to know who specifically to target with your attacks in order to have the maximum impact rather than simply cleaving your way through dozens of faceless mooks.
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Re: What Skills Could I Use?
Kromm once posted a list of skills every adventurer should have -- unless you're deliberately designing a character that will in some areas depends on the rest of the party and be a frustration to them. Consider all of these, and if you're doing without, that should be a conscious choice.
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Re: What Skills Could I Use?
Connoisseur (Weapons), Thaumatology and/or Ritual Magic, Secret Lore (spirits)
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Re: What Skills Could I Use?
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For this character concept I'd think about Innate Attack (for spell throwing). Quote:
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Re: What Skills Could I Use?
Some further thoughts:
Does your setting have a ranged weapon? TL3+2 might be expected to have a Guns equivalent. If it does, at least marginal competence in it is important. You did buy all your melee weapon skills to an even number, right? Rounding is against you in the parry formula. A point in Armoury (Melee Weapons) has paid off for me before for warrior characters - not so much to make them, but to assess qualities, maintain gear and make minor repairs. Housekeeping, the generic cook/clean/mend skill, may likewise pay off in allowing you to fix up non-weapon gear. Competence in an additional language (3 points for Accented/Broken), can be either very cost effective, or totally useless, depending on how much the GM wants to stress language problems. Playing on the "elemental magician" theme, consider mundane skills that link to the elements - Boating and Swimming, Weather Sense, Geology or Prospecting or Professional Skill (Mining), Explosives (Fireworks). |
Re: What Skills Could I Use?
For my warriors i never skip:
Stealth, Survival, Swimming, Climbing, Throwing, First Aid, Tactics, Shield, Grip Mastery (Perk), and Holdout For my Mages I never skip: Thaumatology, Research, Holdout, Hidden Lore (Various), |
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