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

Skills as Categories
Post new topic   Reply to topic    The Rancor Pit Forum Index -> House Rules -> Skills as Categories
View previous topic :: View next topic  
Author Message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16284
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Feb 28, 2015 1:04 pm    Post subject: Skills as Categories Reply with quote

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
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Savar
Captain
Captain


Joined: 14 Feb 2015
Posts: 589

PostPosted: Sat Feb 28, 2015 2:02 pm    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message
griff
Captain
Captain


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

PostPosted: Sat Feb 28, 2015 2:14 pm    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message Send e-mail
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16284
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Feb 28, 2015 2:52 pm    Post subject: Reply with quote

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
Back to top
View user's profile Send private message Send e-mail Visit poster's website
cynanbloodbane
Commander
Commander


Joined: 05 Dec 2014
Posts: 410
Location: Cleveland, Go Tribe!

PostPosted: Sat Feb 28, 2015 3:17 pm    Post subject: Reply with quote

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
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16284
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sat Feb 28, 2015 3:56 pm    Post subject: Reply with quote

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
Back to top
View user's profile Send private message Send e-mail Visit poster's website
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14174
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Sat Feb 28, 2015 5:20 pm    Post subject: Reply with quote

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.
.

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!
Back to top
View user's profile Send private message
atgxtg
Rear Admiral
Rear Admiral


Joined: 22 Mar 2009
Posts: 2460

PostPosted: Sun Mar 01, 2015 12:17 pm    Post subject: Reply with quote

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.
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16284
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Mar 01, 2015 4:03 pm    Post subject: Reply with quote

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
Back to top
View user's profile Send private message Send e-mail Visit poster's website
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14174
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Sun Mar 01, 2015 5:32 pm    Post subject: Reply with quote

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
Back to top
View user's profile Send private message
CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16284
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Mar 01, 2015 5:38 pm    Post subject: Reply with quote

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
Back to top
View user's profile Send private message Send e-mail Visit poster's website
Savar
Captain
Captain


Joined: 14 Feb 2015
Posts: 589

PostPosted: Sun Mar 01, 2015 5:56 pm    Post subject: Reply with quote

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 Rolling Eyes
Back to top
View user's profile Send private message
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14174
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Mon Mar 02, 2015 1:52 am    Post subject: Reply with quote

Didn't see the Slussi.. Must have scanned right by it. Sad
_________________
Confucious sayeth, don't wash cat while drunk!
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 -> House 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