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Old 06-23-2014, 08:51 AM   #13
Varyon
 
Join Date: Jun 2013
Default Re: Trained Strength for Striking [TG]

To allow for skill-based (rather than attribute-based) generalists*, I have two traits available - Training (DX) and Training (IQ). Each is [15]/level and gives +1 to all skills that are typically based on that attribute (IQ includes Will and Per). It does not apply to straight rolls against the attribute, skills that are floating to that attribute, or to skills that are defaulting from the attribute, or that are covered by a Dabbler Perk. It does, however, count when its covered skills float to another attribute, and counts as skill level for purposes like TST and the like. For example, a character with Broadsword at DX+1 and Training (DX) 3 and Training (IQ) 5 would be at DX+4 for Broadsword use (thus getting +2 TST). If he needs to float Broadsword over to IQ or Per, Training (DX) still applies but Training (IQ) doesn't (and if he needed to float Soldier over to DX, Training (DX) wouldn't apply but Training (IQ) would). If he doesn't have at least [1] in Stealth, however, Training (DX) doesn't give any bonus to that.

This changes the equation a bit, making high skill perhaps a bit better than high attribute, provided you want a generalist. It works out to [45] for +3 to all known DX-based skills and +1 to TST for the use of those skills, while normally it would cost [50] to get +3 to all DX-based rolls and +1 to general Striking ST (assuming you buy down Basic Speed). Personally, I don't see a 10% reduction in price as being too unbalanced (although this analysis shows me I should probably drop the idea of "free" skill-based Vitality Points, as otherwise I'm probably emphasizing skill a bit too much).

*"Generalist" in this case meaning "5 or more skills with that controlling attribute at the [4]/level range."
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martial arts, technical grappling, trained st, trained strength


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