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Old 03-01-2022, 02:28 PM   #1
juris
 
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Join Date: Jun 2012
Location: CA
Default Re: AADA Arena Setup Rules?

Yes. This exactly.

My system - all skills start at 0 as 'untrained', but even 1 skill point removes the penalty.

Logarithmic advancement

10 skill points +1
20 (more) skill points +2 (total 30 skill points)
30 (more) skill points +3 (total 60 skill points)
etc

That's basically it. A starting character can have three +1's, or two plus 1's and be a jack of all trades.

As you said a '+3' is very impressive and basically makes you a 'professional' in that skill.

Quote:
Originally Posted by swordtart View Post
T
To compensate (like CT or Cepheus) you would get a raft of skills at 0 for free at start-up. .
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Old 03-01-2022, 02:58 PM   #2
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Join Date: Dec 2007
Default Re: AADA Arena Setup Rules?

Quote:
Originally Posted by juris View Post
That's basically it. A starting character can have three +1's, or two plus 1's and be a jack of all trades.
I used a variant of this back-when.

A starting character had three "combat skill" levels, and six "non-combat skill" levels -- a "combat skill" defined as "any skill which would be used in an arena fight" (the various driving skills; Gunner; Handgunner; etc.). So a beginning duellist might look like this:

-- Driver +0; Gunner +0; Handgunner +0
-- Mechanic +0; Area Knowledge +0; Navigation +1; Politics +0; Fast-Talk +0

He has the basics of combat down; he knows enough to be able to basic upkeep on his vehicles; he won't get lost on his way to and from the arena; and he has the "gift of gab" to deal with sponsors, TV crews, and such-like.

Skill advancement:

-- General skill points convert to specific skill points at 10:1.
-- Skills upgrade at the following rate: 0: 10 pts.; +1: 10 pts.; +2: 14 pts.; +3: 17 pts.; +4: 20 pts.; etc. (In short: Take the square root of the level, calculated to 1 decimal place; then multiply by 10.)
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