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Old 06-01-2021, 02:08 PM   #11
Dalin
 
Join Date: Dec 2009
Location: Saint Paul, MN
Default Re: Skill Advancement

As others have said, there are diminishing returns. Moreover, it really depends on the feel of the campaign. For example, if you're a bunch of faux-medieval superheroes (i.e., dungeon fantasy characters), then it's fine to have a bow or rapier skill of 25+ so you can do ridiculous things like Legolas or Zoro. (In my current DF campaign, with five PCs in the 400 point range, the highest skill level is currently only 21.)

If the campaign is grittier, then it makes sense to impose a limit, like "No skills over __ without a GM-approved Unusual Background." Since that varies from game to game, and points don't really reflect anything in the "reality" of the game world, it makes sense to leave it to each table to determine.

Kromm has also pointed out in various places that true mastery is reflected as much by the breadth of skills as depth. A legendary swordmaster will have a high weapon skill, but also a slew of other support skills. Depending on the genre, a swordmaster might invest points in acrobatics, armoury, blind fighting, connoisseur, leadership, observation, psychology, tactics, strategy, etc.). This is in addition to the advantages, attributes, and secondary attributes that support the archetype.
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