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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16284 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Feb 28, 2015 1:04 pm Post subject: Skills as Categories |
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I often wonder if some skills are simply too broad in scope. D&D 3.0 and 3.5 solved this problem by making specialization in certain skills mandatory, such as Profession or Craft, in which you had to pick a specific Profession or Craft in which to specialize instead of just putting ranks in the general skill itself. Are there any skills which, in your opinion, are too broad in scope, and might be fixed by something like this? _________________ "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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Savar Captain
Joined: 14 Feb 2015 Posts: 589
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Posted: Sat Feb 28, 2015 2:02 pm Post subject: |
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Scholar should have mandatory subsets.
Think that would be a good idea for languages.
As i just learned about engineering they talked about specializations but they acted as if they are separate skills on the char notes. |
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griff Captain
Joined: 16 Jan 2014 Posts: 507 Location: Tacoma, WA
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Posted: Sat Feb 28, 2015 2:14 pm Post subject: |
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I have thought the same thing for a very long time and have made some distinction with these broad skills. Artist, Scholar, and Tactics. I had the idea that these skills do not have specializations, but a specific focus, do instead of tactics: squads it would be instead tactics-squads (to look different on the character sheet). If no specific focus is taken the difficulty is two categories higher. These specific focused skills advance the same as normal skills.
Then there is (A) Engineering, as a house rule a character that has any repair skill of 5D or more may get the corresponding engineering skill. IE blaster repair 5D there can be (A) blaster engineering. I also have (A) civil engineering with modern construction as its base skill. _________________ "EXECUTE ORDER 67. Wait a minute, that doesn't sound like order 67..... No, wait. Yes, yes it does. EXECUTE ORDER 68" Palpatine's last moments - robot chicken. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16284 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Feb 28, 2015 2:52 pm Post subject: |
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Savar wrote: | Scholar should have mandatory subsets.
Think that would be a good idea for languages. |
I agree on Scholar, but I'm on the fence for Languages. I don't have a gift for languages, but I know some people who do, and they tell me a lot of it has to do with interconnected concepts expressed in different ways. I'd be inclined to leave Languages as is.
Quote: | As i just learned about engineering they talked about specializations but they acted as if they are separate skills on the char notes. |
That's how I would treat them. Advanced Skills that are related to each other (like the different Engineering subsets) are going to have some overlap, but that can be expressed in the prerequisites. I don't think (A) Engineering should be an allowable skill, just the various subsets. _________________ "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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cynanbloodbane Commander
Joined: 05 Dec 2014 Posts: 410 Location: Cleveland, Go Tribe!
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Posted: Sat Feb 28, 2015 3:17 pm Post subject: |
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Unless the character has 5D in ALL repair skills. Doable, but highly unlikely. _________________ "Yes because killing the guy you always planned on usurping and killing anyways in order to save your own kid, totally atones for murdering a roomful of innocent trusting children." The Brain |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16284 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Feb 28, 2015 3:56 pm Post subject: |
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cynanbloodbane wrote: | Unless the character has 5D in ALL repair skills. Doable, but highly unlikely. |
Nah, each has its own specialized areas of knowledge. As far as I'm concerned, any degree of overlap would be found in the more generalized requirements of their prerequisite skills or having a high Technical _________________ "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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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14174 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Feb 28, 2015 5:20 pm Post subject: |
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griff wrote: | I have thought the same thing for a very long time and have made some distinction with these broad skills. Artist, Scholar, and Tactics. I had the idea that these skills do not have specializations, but a specific focus, do instead of tactics: squads it would be instead tactics-squads (to look different on the character sheet). If no specific focus is taken the difficulty is two categories higher. These specific focused skills advance the same as normal skills.
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One of the groups i played with did a similar thing splitting Tactics up into squad, ground vehicles, air combat, space combat-snubs, space combat-caps.
With me Scholar should be similar, same with profession/performance. _________________ Confucious sayeth, don't wash cat while drunk! |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Sun Mar 01, 2015 12:17 pm Post subject: |
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crmcneill wrote: | cynanbloodbane wrote: | Unless the character has 5D in ALL repair skills. Doable, but highly unlikely. |
Nah, each has its own specialized areas of knowledge. As far as I'm concerned, any degree of overlap would be found in the more generalized requirements of their prerequisite skills or having a high Technical |
The thing is, though is that there is a lot of overlap with tech skills. The underlying physics and mathematics don't change just because the application changes. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16284 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun Mar 01, 2015 4:03 pm Post subject: |
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atgxtg wrote: | The thing is, though is that there is a lot of overlap with tech skills. The underlying physics and mathematics don't change just because the application changes. |
And that is what a high Technical attribute is supposed to represent; natural aptitude and an understanding of the basics. A character with a 4D Tech is only 1D away from meeting the Technical prerequisites for any of the Engineering skills. _________________ "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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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14174 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Mar 01, 2015 5:32 pm Post subject: |
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I've never felt that just having that high an attribute on it's own should qualify you to get the (A) skills. You should at least have 1d (preferably more) in the prerequisite skill.
Though looking at all the alien species, the ONLY ones i can find that allow a 5d max Tec are
Askajians (alien encounters page 27)
Bith (Galaxy guide #4, page 22)
Carosites (AE page 35)
Chikarri (AE page 36)
Flivian (AE Page 50)
Given (GG4, page 44)
NH - Ropagu (AE page 106)
Pho Phinieans (AE page 116)
Quarren (AE page 122)
Verpine (GG4 page 91)
and Woostids (AE (175)
So that is 11 races where it MIGHT come up. _________________ Confucious sayeth, don't wash cat while drunk!
Last edited by garhkal on Sun Mar 01, 2015 5:39 pm; edited 1 time in total |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16284 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun Mar 01, 2015 5:38 pm Post subject: |
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garhkal wrote: | I've never felt that just having that high an attribute on it's own should qualify you to get the (A) skills. You should at least have 1d (preferably more) in the prerequisite skill. |
I'm on the fence with this one. Seeing as how you are allowed to roll your attribute if you don't have the skill, the attribute, in essence. is the skill until you decide to specifically improve it. _________________ "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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Savar Captain
Joined: 14 Feb 2015 Posts: 589
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Posted: Sun Mar 01, 2015 5:56 pm Post subject: |
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garhkal wrote: | I've never felt that just having that high an attribute on it's own should qualify you to get the (A) skills. You should at least have 1d (preferably more) in the prerequisite skill.
Though looking at all the alien species, the ONLY ones i can find that allow a 5d max Tec are
Askajians (alien encounters page 27)
Bith (Galaxy guide #4, page 22)
Carosites (AE page 35)
Chikarri (AE page 36)
Flivian (AE Page 50)
Given (GG4, page 44)
NH - Ropagu (AE page 106)
Pho Phinieans (AE page 116)
Quarren (AE page 122)
Verpine (GG4 page 91)
and Woostids (AE (175)
So that is 11 races where it MIGHT come up. |
Sulissi |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14174 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Mar 02, 2015 1:52 am Post subject: |
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Didn't see the Slussi.. Must have scanned right by it. _________________ Confucious sayeth, don't wash cat while drunk! |
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