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Rule Mechanic: Synergy Bonus
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shootingwomprats
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PostPosted: Wed May 21, 2014 6:46 pm    Post subject: Rule Mechanic: Synergy Bonus Reply with quote

I have been using a Synergy modifier in my games for some time now, but with no real framework for its use. Here is a quick, easy rule that I think could be a lot of fun.

Synergy Bonus: Whenever a skill may compliment another skill the GM may rule that a Synergy Bonus is applicable. For every full D in the complimentary skill add a +1 modifier, max of +3.
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DougRed4
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PostPosted: Wed May 21, 2014 10:25 pm    Post subject: Reply with quote

Yeah, that's not bad. I really enjoy using affinities (which is what they're called in the CODA system, which we've used with both Star Trek and Lord of the Rings), but have been hesitant to use them here for fear of slowing down the action.

I love the concept, but what I don't want it for players to stop, scan their character sheet, and hunt for that +1 bonus. I suppose I could tell them that they will be rare, but when they have a natural fit that I'd allow them.

I really like the +3 maximum, as that seems solid. A bit of a boost, but nothing earth-shattering or game breaking.
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garhkal
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PostPosted: Thu May 22, 2014 1:21 am    Post subject: Reply with quote

To prevent that 'stopping to scan the sheets' perhaps you can pre-make a list up of which skills synergy with which others. Each time they increase ONE skill, they get to pick a 2nd it can synergy with from the chart. Up to the max # of skills it has synergy with whether upwards or downwards..

IE Star ship repair has an upward synergy with star fighter repair, cap ship repair and space weapon repair, and a downward synergy with vehicle repair (all 4 types of ground vehicles), shield repair and sensors.

During character creation, you can pick one up or down synergy link per full D assigned to the skill. Any future synergy links must be earned in game via training up the skill.
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DougRed4
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PostPosted: Thu May 22, 2014 1:42 am    Post subject: Reply with quote

That's sort of how CODA (sort of similar to D20) does it. So, for instance, an affinity for Observe (a commonly used skill in the game) is Conceal.

But for SW I'd rather leave it up to the players and GMs, as it could really vary a ton depending on circumstances. For my son's Barabel arms dealer, I could see Streetwise giving him a synergy bonus for Bargain, when he's making a back alley deal with a scurvy criminal-type, but I don't think those two skills would normally have a synergy bonus.
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garhkal
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PostPosted: Thu May 22, 2014 5:42 pm    Post subject: Reply with quote

True, some skills may not generally have bonuses, while specialties might.
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lurker
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PostPosted: Thu May 22, 2014 7:50 pm    Post subject: Reply with quote

DougRed4 wrote:


... .

But for SW I'd rather leave it up to the players and GMs, as it could really vary a ton depending on circumstances. ....



I agree on that, there are so many variables and sooo many ways they can interplay. A good player and a good GM could make it work great.
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shootingwomprats
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PostPosted: Thu May 22, 2014 8:34 pm    Post subject: Reply with quote

lurker wrote:
I agree on that, there are so many variables and sooo many ways they can interplay. A good player and a good GM could make it work great.


Yeah that is my thoughts as well. The combinations must make sense, quickly justified and fast to implement. If it breaks the pace in my game we are moving on.
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garhkal
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PostPosted: Fri May 23, 2014 3:23 pm    Post subject: Reply with quote

But since you are tracking which have gotten it in the past, to make sure you are ruling the same each and every time, does that NOT create the same list i was advocating?
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DougRed4
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PostPosted: Sat May 24, 2014 4:21 am    Post subject: Reply with quote

You could, garhkal, to encourage consistency, but it's MHO (from seeing this mechanic in play a lot) that it would be a never-ending chore to keep up such a list. There's just too many variables for so many of the skills that I think it's better to just have the GM make quick rulings on the spot, for synergies that make sense.
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garhkal
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PostPosted: Sat May 24, 2014 3:11 pm    Post subject: Reply with quote

Then you can end up encouraging players to lobby and waste game time, to get "this skill use" as being synergied with that or the other skill..
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PostPosted: Mon May 26, 2014 9:33 am    Post subject: Reply with quote

Another approach might be to allow a certain amount of D in one skill provide a discount on raising another skill... or else perhaps if you raise certain skills together during character advancement, you get a discount if you raise them both/all together. For example, a rebel who is in sniper training may get a discount when raising any combination of blaster, search, sneak, and survival at the same time... does that make sense?

For bonuses, like OP says let the GM dictate when and if skills have synergy in-game and let him announce it on the spot. End of story.
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shootingwomprats
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PostPosted: Mon May 26, 2014 10:15 am    Post subject: Reply with quote

garhkal wrote:
Then you can end up encouraging players to lobby and waste game time, to get "this skill use" as being synergied with that or the other skill..


I believe I had already stated that it must be quick to implement. There is no lobbying in my game. Justify it, I make my ruling, we move on. There is no long debate. Got an issue with it, then bring it up at the end of the game.

Quote:
The combinations must make sense, quickly justified and fast to implement. If it breaks the pace in my game we are moving on.

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PostPosted: Mon May 26, 2014 1:00 pm    Post subject: Reply with quote

shootingwomprats wrote:


garhkal wrote:
Then you can end up encouraging players to lobby and waste game time, to get "this skill use" as being synergied with that or the other skill..


I believe I had already stated that it must be quick to implement. There is no lobbying in my game. Justify it, I make my ruling, we move on. There is no long debate. Got an issue with it, then bring it up at the end of the game.



I can attest to that !!!! Very Happy

Honestly, his games are fast flowing and a little loose with digging into the rules. That said it flows very well and is a blast. We all (the group) have to shy away from trying to min/max and rule lawyer so his lack of a hard and fast list and focus on instant justification of the idea will fit and work.

Plus, as he says, at the end of the game we have a chance to ask the why and what about this or that rule questions (outside of the game). If there is found to be a better way to rule or handle a decision it is noted for the next time it comes up.
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garhkal
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PostPosted: Mon May 26, 2014 3:23 pm    Post subject: Reply with quote

Naaman wrote:
Another approach might be to allow a certain amount of D in one skill provide a discount on raising another skill... or else perhaps if you raise certain skills together during character advancement, you get a discount if you raise them both/all together. For example, a rebel who is in sniper training may get a discount when raising any combination of blaster, search, sneak, and survival at the same time... does that make sense?

For bonuses, like OP says let the GM dictate when and if skills have synergy in-game and let him announce it on the spot. End of story.


Interesting possibility. How much of a discount could be given? Cause if one skill 'synergied' with another is high enough, you could effectively have NO cost to raise the other skill.
If i was going to go that route, there would be
A) set synergied skill lists (similar to what you posted)
B) a set bonus (lessening of cost) for those other skill(s) getting raised if you also raise the base
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Naaman
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PostPosted: Mon May 26, 2014 4:54 pm    Post subject: Reply with quote

I figure the details could be left to individual GMs to decide. Ill tirn it over in my head a little while to come up with my own cmplete version.
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