The Rancor Pit Forum Index
Welcome to The Rancor Pit forums!

The Rancor Pit Forum Index
FAQ   ::   Search   ::   Memberlist   ::   Usergroups   ::   Register   ::   Profile   ::   Log in to check your private messages   ::   Log in

Creating a new template. Limited number of skills listed?
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Official Rules -> Creating a new template. Limited number of skills listed?
View previous topic :: View next topic  
Author Message
jhilahd
Cadet
Cadet


Joined: 15 Aug 2006
Posts: 17

PostPosted: Fri Aug 18, 2006 5:38 pm    Post subject: Creating a new template. Limited number of skills listed? Reply with quote

Ok.

I'm about to start a new campaign for SW R&E d6, I've played the game twice in my life, but found some friends who want to play. And I've convinced them to let me run a game for them, along with their children, spouses as well as my own brood.

Two of my players are creating their own "templates". One of them is make a Mandalorian Combat Pilot.
Fair enough.
Pilot. Mandalorian. Combat. Chaos ensues.

He's top heavy in the skills. Is there a limit to the number a skills a player can list as knowing? Is that just a GM fiat?
I don't have a problem with a list of skills for players. But I'm new and unsure.
Help?
Back to top
View user's profile Send private message
masque
Captain
Captain


Joined: 16 Mar 2006
Posts: 626
Location: Houston, TX

PostPosted: Fri Aug 18, 2006 5:56 pm    Post subject: Reply with quote

I don't think there's a limit in how many skills they can have, but there is a limit in how many dice they have to divide up amongst those skills (7D, if I recall correctly). He just won't be really good at anything until he starts racking up the character points.

If all he's doing is listing them without increasing them, he still has to roll his default attribute to use them, along with whatever penalties may come along with that.
_________________
Hokey religions and ancient weapons are no match for a good blaster at your side, kid.
Back to top
View user's profile Send private message AIM Address Yahoo Messenger
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14168
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Sat Aug 19, 2006 1:57 am    Post subject: Reply with quote

masque wrote:
I don't think there's a limit in how many skills they can have, but there is a limit in how many dice they have to divide up amongst those skills (7D, if I recall correctly). He just won't be really good at anything until he starts racking up the character points.

If all he's doing is listing them without increasing them, he still has to roll his default attribute to use them, along with whatever penalties may come along with that.


True dat. usually i look at the full list and give him 4-7 skills that would be appropriate for his template .

EG for snipers. DEX-blsater (for close in support), dodge, grenade (to mark their location for those extractions), firearms (for when they wish to go that route), melee/melee parry for personal defense, and running.

Have him do the same. I would say for every 3-4 skills the attrrib has he could start with 1.
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
PC-032
Lieutenant
Lieutenant


Joined: 31 Jul 2006
Posts: 91
Location: Brisbane

PostPosted: Sat Aug 19, 2006 2:24 am    Post subject: Reply with quote

Throw to gether a Short List of skills with the Defults, Blaster, Doge ect. then add his Carrer skills, in this case Ploit Starfighter (unless he's a Gunship Pilot than Space Transports) Gunnery, Sheilds, Astrogasion, then some suporting Tech Skills like Starfighter Repair and Starship Weapons Repair. then offer some Bounty Hunter like Skills like Serch, Security and such, end of the day their should generaly be 14-21 skills on offer to the Template, generaly in their Primary or Secondary Feilds.
_________________
"Remember There Are No Stupid Questions-Just Stupid People." Mr. Morgan Blackhand.
Back to top
View user's profile Send private message
cheshire
Arbiter-General (Moderator)


Joined: 04 Jan 2004
Posts: 4849

PostPosted: Sat Aug 19, 2006 9:31 am    Post subject: Reply with quote

Heh. He can know an infinite number of skills. He just can't increase more than a few of them above atribute level. Smile

Yeah, the 7D total (not per each attribute), is the big thing to start with. He's not going to be a powerful warrior yet (regardless of what he says his backstory is).
Back to top
View user's profile Send private message Visit poster's website
Jedi Skyler
Moff
Moff


Joined: 07 Sep 2005
Posts: 8440

PostPosted: Sat Aug 19, 2006 11:38 am    Post subject: Reply with quote

Cheshire's right. It doesn't matter if he comes up with an elaborate backstory, as I personally have been known to do. What matters in the end is the dice he has to allocate. Now, I think he ought to be able to come up with decent backstory for having certain skills, especially if they're not what would be considered standard for the character he's creating. But given that, I don't see a reason why he can't have the skills. He just won't be able to raise very many of them, and will be rolling Attribute dice until he gains CPs to raise the individual skills.
Back to top
View user's profile Send private message
Pel
Line Captain
Line Captain


Joined: 10 May 2006
Posts: 983
Location: Texas

PostPosted: Sat Aug 19, 2006 9:00 pm    Post subject: Reply with quote

Yup. Even a Mandalorian Combat Pilot knows a little bit about Agriculture. Laughing
_________________
Aha!
Back to top
View user's profile Send private message
PsiberDragon
Commander
Commander


Joined: 31 Jul 2006
Posts: 260

PostPosted: Sat Aug 19, 2006 11:32 pm    Post subject: Reply with quote

Pel wrote:
Yup. Even a Mandalorian Combat Pilot knows a little bit about Agriculture. Laughing



"This ain't like dustin' crops, boy!" :LOL:

I've always thought of a template as pretty much a set of guidelines. Kinda like "If you were gonna study to be X, then you'd need to know these skills." For instance, somewhere else on this board, I did a Dathomir Witch template, gleaned from the 4-5 Dathomir witches that I could find...

just a couple more centicreds of my input...
_________________
"Love like you will die tomorrow. Hate like you will live forever." - Unknown
Back to top
View user's profile Send private message Yahoo Messenger
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14168
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Sun Aug 20, 2006 3:57 am    Post subject: Reply with quote

Pel wrote:
Yup. Even a Mandalorian Combat Pilot knows a little bit about Agriculture. Laughing


Of course they do... So they can curse someone out with the names for all types of maneur!!!
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14168
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Sat Jan 25, 2014 3:00 pm    Post subject: Reply with quote

Resurrecting this for more general info for our new folk.

When you design a template, or are having a player make a character up without a template, how do you decide how many skills they start with under each of their attributes?

Do you just eyeball it, but have a max cap in mind (say 8 skills max under one attribute, 6 or less for the others)?
Do you roll a D for each, say 1d for str and per, 2d for each of the others, and what is rolled is how many skills they start with?
Do you decide based on other factors?
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
griff
Captain
Captain


Joined: 16 Jan 2014
Posts: 507
Location: Tacoma, WA

PostPosted: Sat Jan 25, 2014 4:58 pm    Post subject: Reply with quote

I always tried to limit myself to 25 - 30, with at least tree in each attribute. One character I had trouble trying to come up with at many skills as an Ewok scout. I had to give him artist: play flute, scholar: ewok lore, and primitive weapon construction to get him near twenty starting skills.

It's like the day of the walking thread today.


Last edited by griff on Sun Jan 26, 2014 11:16 am; edited 1 time in total
Back to top
View user's profile Send private message Send e-mail
Fallon Kell
Commodore
Commodore


Joined: 07 Mar 2011
Posts: 1846
Location: Tacoma, WA

PostPosted: Sun Jan 26, 2014 7:02 am    Post subject: Reply with quote

I don't treat lack of a given skill listed on your character template as a barrier to learning it. You want to start learning Languages: Gundark ear semaphore? Okay, fine. Spend your CP.
_________________
Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier

Complete Starship Construction System
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Official Rules All times are GMT - 4 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group


v2.0