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jhilahd Cadet
Joined: 15 Aug 2006 Posts: 17
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Posted: Fri Aug 18, 2006 5:38 pm Post subject: Creating a new template. Limited number of skills listed? |
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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? |
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masque Captain
Joined: 16 Mar 2006 Posts: 626 Location: Houston, TX
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Posted: Fri Aug 18, 2006 5:56 pm Post subject: |
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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. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Aug 19, 2006 1:57 am Post subject: |
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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! |
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PC-032 Lieutenant
Joined: 31 Jul 2006 Posts: 91 Location: Brisbane
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Posted: Sat Aug 19, 2006 2:24 am Post subject: |
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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. |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4849
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Posted: Sat Aug 19, 2006 9:31 am Post subject: |
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Heh. He can know an infinite number of skills. He just can't increase more than a few of them above atribute level.
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). |
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Jedi Skyler Moff
Joined: 07 Sep 2005 Posts: 8440
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Posted: Sat Aug 19, 2006 11:38 am Post subject: |
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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. |
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Pel Line Captain
Joined: 10 May 2006 Posts: 983 Location: Texas
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Posted: Sat Aug 19, 2006 9:00 pm Post subject: |
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Yup. Even a Mandalorian Combat Pilot knows a little bit about Agriculture. _________________ Aha! |
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PsiberDragon Commander
Joined: 31 Jul 2006 Posts: 260
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Posted: Sat Aug 19, 2006 11:32 pm Post subject: |
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Pel wrote: | Yup. Even a Mandalorian Combat Pilot knows a little bit about Agriculture. |
"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 |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Aug 20, 2006 3:57 am Post subject: |
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Pel wrote: | Yup. Even a Mandalorian Combat Pilot knows a little bit about Agriculture. |
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! |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Jan 25, 2014 3:00 pm Post subject: |
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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! |
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griff Captain
Joined: 16 Jan 2014 Posts: 507 Location: Tacoma, WA
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Posted: Sat Jan 25, 2014 4:58 pm Post subject: |
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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 |
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Sun Jan 26, 2014 7:02 am Post subject: |
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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 |
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