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#1 |
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Join Date: Mar 2010
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My player's characters have a few dozen skills, usually; even when I'm allowing Wildcard skills in that campaign.
I encourage them to spend about two-thirds of their points in attributes and advantages, with the remaining one-third in perks and skills. (... in campaigns that have point budgets anywise.) I give them a list of skills I expect everyone to be professionally competent at. They determine which skills their character needs to fulfill their core competencies, take those up to the campaign's suggested skill level and then spend the rest on fluff and background skills. |
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#2 |
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Banned
Join Date: Apr 2008
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Starting skill list from a junior early-medieval noble (150pts):
Area Know. (Welsh march) Bow Brawling Broadsword Diplomacy Disguise Fast-draw (sword) Hidden Lore: Family history Leadership Knife Naturalist Riding: Equine Savoir-faire Shield Spear Stealth Streetwise Survival (Forests) Tactics Tracking Hiking Teaching Knife Throwing Scrounging Strategy (Cavalry) Animal Handling (Equine) Observation Intimidation Starting skill list from a Traveller adventure face-man (200pts): Acting Performance Disguise Prof.skill (Vid production) Merchant Mimic (speech) Savoir Faire Body Language Carousing Area Kn.(Sylean Federation) Observation Diplomacy Leadership Propaganda Dancing Singing Beam Weapon (Pistol) Guns (Gyroc) Fast-draw (pistol) Stealth First Aid Tactics (Space) Knife Computer Operation Photography Prospecting Autohypnosis Karate Breath Control A professor/amateur mage in a monster hunters campaign (300cp): Acrobatics Acting Area Know: Europe Area Know: Languedoc Brawling Carousing Climbing Connoisseur (Film) Current Affairs (Headline)/TL7 Current Affairs (Pop Culture)/TL7 Diplomacy Expert Skill (Conspiracy) Fast-Talk Guns/TL7 (Pistol) Hiking History (Classical era Gaul) History (Roman Catholicism) Knife Linguistics Naturalist Observation Occultism Propaganda Public Speaking Savoir-faire (High Society) Semiotics Sex Appeal Sleight of Hand Sociology Stealth Streetwise Teaching Throwing Wrestling Archaeology Architecture/TL7 Artist (Drawing) Computer Operation/TL7 Computer Programming/TL7 Sewing Math (Applied) First Aid Intel Analysis Literature Musical Instr (Lute) Philosophy Psychology/TL7 Research/TL7 Swimming Writing |
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#3 |
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Join Date: Apr 2006
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Yeah, 20-30 skills to start is pretty normal for me.
If you really want to cut down on skills for some reason, you can think "what are the MOST important or frequent things the PC should be able to do?" and narrow the list down to just those skills. Of course, if you do that, you'll be relying on defaults for everything else, which is hard to do unless you have a GM willing to hand out bonuses for easy tasks, taking extra time, having helpers, etc. You can get away with that more in larger groups, too, because someone will probably have the skill you don't. |
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