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Azai Lieutenant Commander
Joined: 05 Jul 2010 Posts: 248
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Posted: Mon Sep 26, 2011 11:23 am Post subject: Your skill set |
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Some conversation in another thread got me thinking, what do people use as their personal skill set? Did you move skills around? Add new ones? Take some out.
For myself, I used to have a full skill list with my edits but I seemed to have lost it.... So I just go with whatever is on the "Complete Skill List" Pdf.
Though one thing I have done is added my custom martial arts as skills under Dexterity. |
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Mon Sep 26, 2011 1:30 pm Post subject: |
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Same here: I lost all my house rules skills. Though, I do still have a bunch of advanced skills on my laptop that I use. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Sep 26, 2011 5:28 pm Post subject: |
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Come again?? What are you trying to ask? _________________ Confucious sayeth, don't wash cat while drunk! |
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Azai Lieutenant Commander
Joined: 05 Jul 2010 Posts: 248
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Posted: Mon Sep 26, 2011 6:28 pm Post subject: |
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What skills do you use for your games?
Have you added any? Taken any out? Changed some around?
Ex. I added Disguise under Perception, and Interrogation under Knowledge. As new skills. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Sep 26, 2011 8:24 pm Post subject: |
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The big ones for me is that I moved Brawling to Dexterity (but damage is still STR based) and folded Brawling Parry and Melee Parry into Brawling and Melee Combat, respectively.
Another thing I've been working on is allowing character to use Knowledge skills almost like Enhance Attribute for skills with more practical application. For instance, if a character is trying a Con or Persuasion roll against, say, a clerk at the local DMV who also happens to be an alien, he could roll his Alien Species / Cultures / Bureaucracy skill and receive a bonus to Con. Not much of one, but enough to give Knowledge skills a bit more in the way of practical application. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Mon Sep 26, 2011 8:25 pm Post subject: |
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I've come up with several.
My brother's character has a skill under Perception called Intuition, which allows him access to information he could not otherwise know, and gives me an excuse to tell him things in about the near future during narration.
I have considered running a mentalist character or two with advanced psychology skills, like hypnotism and things like that.
The character I used to play before I started to GM was interested in studying advanced physics in hopes of inventing new types of weapons and technology. _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
Complete Starship Construction System |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Azai Lieutenant Commander
Joined: 05 Jul 2010 Posts: 248
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Posted: Tue Sep 27, 2011 7:16 pm Post subject: |
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You know garhkal, one of the skills you came up with gave me an idea. Instruction.
Instead of the instruction skill, basically, if a character has 3D or more in a skill then another character they can teach that character the skill for half the value. Unless, let's say, it is a specialization.
Ex. Medicine(A) 9D, Teaching another Doctor who has Medicine (A) 3D. Makes it a normal skill. And normal skills specializations.
Still kinda a rough idea, gotta figure out the rough edges, but there it is. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Sep 28, 2011 4:45 pm Post subject: |
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If i went that route, i could see both making a roll off.. if the trainee gets higher on the roll than the teacher, he learned nothing. _________________ Confucious sayeth, don't wash cat while drunk! |
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Esoomian High Admiral
Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Wed Sep 28, 2011 5:08 pm Post subject: |
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garhkal wrote: | If i went that route, i could see both making a roll off.. if the trainee gets higher on the roll than the teacher, he learned nothing. |
Similar to the way an attribute is increased? _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Sep 29, 2011 5:31 pm Post subject: |
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Yes. That way it is not always a certainty. I know several people who failed to grasp something a teacher was putting across. _________________ Confucious sayeth, don't wash cat while drunk! |
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Leon The Lion Commander
Joined: 29 Oct 2009 Posts: 309 Location: Somewhere in Poland
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Posted: Sun Oct 02, 2011 5:27 pm Post subject: |
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I've houseruled the skill list quite a bit (okay, I houseruled the CRAP out of it ), and am still looking at possible further modifications.
I've folded together:
- Hide and Sneak into Stealth;
- Con and Persuasion;
- all Attack and Parry skill pairs;
- Climbing/Jumping and Swimming into Athletics;
- Capital Ship Shields and Starship Shields into Shields, which also handles all other shields, be they mounted on a ground vehicle, powered armour or planet;
- Communications and Sensors into Electronics Operation, which also handles Electronic Warfare;
I've renamed Running into Gymnastics and made it a general skill for handling Running, Tumbling, Balance, Dance, Skating, Skiing and similiar activities.
I've renamed and generalised Search into Awareness.
I've added an Empathy skill under Percption for reading, understanding and "seeing through" people.
I've broken down the Medicine advanced skill into separate Physician (KNO), Pharmacy (TECH) and Surgery (TECH) advanced skills.
And quite a bit more, including almost completely changing how Advanced Skills work, creating my own Martial Arts system and allowing defaulting between related skills.
Currently I'm seriously considering folding the trinities of Starfighter, Space Transport and Capital Ship Piloting and Repair skills into single Starship Piloting and Starship Repair skills. You could object, calling up the difference between flying a tiny nimble fighter and a massive, ungainly ISD. But Ground Vehicles (and Repulsorlift and Hover ones too) get a single Piloting and a single Repair skill, and no-one complains (that I heard) about the difference between driving a quad motorcycle and a sandcrawler, for instance.
Mostly, I'd like for all similiar skills to have roughly the same level of abstraction. I get the point of view that Star Wars is mostly about starships and not cars, so they get more detail and attention. It simply doesn't feel right for me, though. I just really like my consistency, I guess. _________________ Plagiarize! Let no one else's work evade your eyes,
Remember why the good Lord made your eyes! So don't shade your eyes,
But plagiarize, plagiarize, plagiarize... Only be sure to call it, please, "research".
- Tom Lehrer |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Sun Oct 02, 2011 6:24 pm Post subject: |
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Leon The Lion wrote: | I've houseruled the skill list quite a bit (okay, I houseruled the CRAP out of it ), and am still looking at possible further modifications.
I've folded together:
- Hide and Sneak into Stealth;
- Con and Persuasion;
- all Attack and Parry skill pairs;
- Climbing/Jumping and Swimming into Athletics;
- Capital Ship Shields and Starship Shields into Shields, which also handles all other shields, be they mounted on a ground vehicle, powered armour or planet;
- Communications and Sensors into Electronics Operation, which also handles Electronic Warfare;
I've renamed Running into Gymnastics and made it a general skill for handling Running, Tumbling, Balance, Dance, Skating, Skiing and similiar activities.
I've renamed and generalised Search into Awareness.
I've added an Empathy skill under Percption for reading, understanding and "seeing through" people.
I've broken down the Medicine advanced skill into separate Physician (KNO), Pharmacy (TECH) and Surgery (TECH) advanced skills.
And quite a bit more, including almost completely changing how Advanced Skills work, creating my own Martial Arts system and allowing defaulting between related skills.
Currently I'm seriously considering folding the trinities of Starfighter, Space Transport and Capital Ship Piloting and Repair skills into single Starship Piloting and Starship Repair skills. You could object, calling up the difference between flying a tiny nimble fighter and a massive, ungainly ISD. But Ground Vehicles (and Repulsorlift and Hover ones too) get a single Piloting and a single Repair skill, and no-one complains (that I heard) about the difference between driving a quad motorcycle and a sandcrawler, for instance.
Mostly, I'd like for all similiar skills to have roughly the same level of abstraction. I get the point of view that Star Wars is mostly about starships and not cars, so they get more detail and attention. It simply doesn't feel right for me, though. I just really like my consistency, I guess. |
What do you call Con and Persuasion?
I like the idea of melding Climbing/Jumping and Swimming in a single skill. I may start using this.
As for melding together star ship skills into one. I can see advantages & disadvantages to doing so. First disadvantage is that you will end up with very skilled pilots very quickly. The advantage being that you streamline rolling, which makes it much easier for new players. Then for specializations, someone could specialize in one of the 3 original skills, Capital Ships, Space Transports, or Star Fighters.
I think it's a pretty good idea with some positive change. |
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Leon The Lion Commander
Joined: 29 Oct 2009 Posts: 309 Location: Somewhere in Poland
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Posted: Sun Oct 02, 2011 6:41 pm Post subject: |
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Raven Redstar wrote: | What do you call Con and Persuasion? |
Just Con/Persuasion. I've thought about renaming it "Influence", but that doesn't quite properly reflect all I use this skil for, which includes bluffing, lying and impersonating. I'm still looking for a better name.
Raven Redstar wrote: | As for melding together star ship skills into one. I can see advantages & disadvantages to doing so. First disadvantage is that you will end up with very skilled pilots very quickly. |
But, as I've said, why would I care about this if I don't care that the same is true for ground or repulsorlift or walker vehicles?
Raven Redstar wrote: | Then for specializations, someone could specialize in one of the 3 original skills, Capital Ships, Space Transports, or Star Fighters. |
Exactly. _________________ Plagiarize! Let no one else's work evade your eyes,
Remember why the good Lord made your eyes! So don't shade your eyes,
But plagiarize, plagiarize, plagiarize... Only be sure to call it, please, "research".
- Tom Lehrer |
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Sun Oct 02, 2011 7:34 pm Post subject: |
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Leon The Lion wrote: |
Currently I'm seriously considering folding the trinities of Starfighter, Space Transport and Capital Ship Piloting and Repair skills into single Starship Piloting and Starship Repair skills. You could object, calling up the difference between flying a tiny nimble fighter and a massive, ungainly ISD. But Ground Vehicles (and Repulsorlift and Hover ones too) get a single Piloting and a single Repair skill, and no-one complains (that I heard) about the difference between driving a quad motorcycle and a sandcrawler, for instance.
Mostly, I'd like for all similiar skills to have roughly the same level of abstraction. I get the point of view that Star Wars is mostly about starships and not cars, so they get more detail and attention. It simply doesn't feel right for me, though. I just really like my consistency, I guess. | I've already done this with no problems. I even made one inclusive gunnery skill that handles everything from mounted repeating blasters to superlasers. There's enough stuff going on in the cockpit that MAP enforcement can bring those skills back into check. For example, make them roll to find their opponents visually. _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
Complete Starship Construction System |
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