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Anguifed Cadet
Joined: 12 Feb 2015 Posts: 5 Location: Viareggio, Toscana, Italia
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Posted: Fri Feb 13, 2015 10:39 am Post subject: Re: Advanced skills list. |
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Lostboy wrote: |
I saw an advanced skill for (medical: cyborging) but i forget where.
as a specialization of an advanced skill would it cost only 1/2 the cp? |
Well, I have the same problem here. The character of a player has recently obtained (A) Medicine. We were wondering how do the (A) Medicine, medicines - cyborging - surgery advanced skills actually work: how much they cost in CPs? How long does it take to be trained? Are they Advanced Skills on their own or are some weird specializations of an Advanced Skill ??
In my humble opinion WEG came up at first with this sub-advanced system, but later decided to make separate ones [ (A) Engineering, (A) Repulsorlift Engineering and so on].
So many questions... sorry! _________________ "I find your lack of Beer... disgusting" - Apakin Skywalker |
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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: Fri Feb 13, 2015 11:16 am Post subject: Re: Advanced skills list. |
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Anguifed wrote: | So many questions... sorry! |
Not a problem. Asking and answering is what we do here.
Basically, an Advanced Skill stacks with its prerequisites. If you have 5D First Aid and 3D Medicine, you can roll 8D for First Aid (5D + 3D). Some advanced skills may also include unique skills or abilities.
While not entirely realistic, an Advanced Skill can be learned at 1D in a matter of weeks. While the RAW allows for normal skills to be increased without training time, Advanced Skills require it (1 week per CP spent). The skill is not based on an attribute, so it always starts at 1D, then increases at double normal CP cost.
It seems like you might be talking more about Specialization of Advanced Skills, which the RAW does not cover. However, if you chose to allow specialization of advanced skills, I would simply cut the CP cost in half. An Advanced Specialization would start at 1D and increase at the same CP cost as a normal skill, but with the required training time as normal for an advanced skill (1 week per character point).
Does that help? _________________ "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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Anguifed Cadet
Joined: 12 Feb 2015 Posts: 5 Location: Viareggio, Toscana, Italia
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Posted: Fri Feb 13, 2015 11:51 am Post subject: Re: Advanced skills list. |
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crmcneill wrote: |
It seems like you might be talking more about Specialization of Advanced Skills, which the RAW does not cover. However, if you chose to allow specialization of advanced skills, I would simply cut the CP cost in half. An Advanced Specialization would start at 1D and increase at the same CP cost as a normal skill, but with the required training time as normal for an advanced skill (1 week per character point).
Does that help? |
That's exactly what I was talking about! I could use this method or just treat the various Medical (A) Skills as (A) Skills on their own, I guess. Best way will be talk this over with my fellow players, since RAW are a little unclear about this.
Thanks a lot crmcneill, you were really helpful! _________________ "I find your lack of Beer... disgusting" - Apakin Skywalker |
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