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#1 | |
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Join Date: Dec 2006
Location: Meifumado
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To be sure, Fast Draw/Speed Load for gun ammo or arrows would also be techniques of the governing weapon skill.
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Collaborative Settings: Cyberpunk: Duopoly Nation Space Opera: Behind the King's Eclipse And heaps of forum collabs, 30+ and counting! |
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#2 |
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Join Date: Aug 2004
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#3 |
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Join Date: Sep 2004
Location: Reading, England
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I don't think the maths works. Take Medicine (IQ/EH). It costs 12 CP for IQ+0 levels whereas the individual skills (ignoring Pharmacy(Herbal)) are 4 + 4 + 8 + 4 + 4 = 24. Each additional level costs 4 for the super skill and 20 for all the individual ones. The super specialists are much cheaper, even more so than using Talents. That curmudgeonly grognard clinging to his copy of Characters will complain fiercely. This explains why Wildcard skills use a x3 multiplier.
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Matthew Greet Air hostess: Would you like anything from the duty free trolley? Tank Girl: Yes! I'd like everything that's bad for me! - Tank Girl, Tank Girl 3 Last edited by warmachine; 06-26-2010 at 04:10 AM. |
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Join Date: Aug 2004
Location: Louisville, Ky
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Artist, Performance, and Sleight of Hand are close to being super-skills with the added specialties. I do like the grouping you have though. I am still thinking on it but my first thought is that EH skills should be double the cost of a VH skill, rather than one step harder. I need to crunch the numbers some more. Hope this helps. Jeff Quote:
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#5 |
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Join Date: Aug 2004
Location: Louisville, Ky
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| Tags |
| house rules, skills |
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