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"Broken" Skills
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Liam (Gunman) Kissane
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PostPosted: Thu Feb 15, 2007 8:13 am    Post subject: "Broken" Skills Reply with quote

My friend Fiendrunner was talking to me this week about "broken" skills, and it got me to thinking - what skills have others found to be "broken" Question

Here's my list, including Fiendrunner's:

1. Brawling Parry and Melee Parry - aren't they covered by Brawling and Melee Combat ??
2. Dodge - how can you specialise against dodging blasters verses anything else ??
3. Vehicle Blasters - shouldn't this be a Mechanical skill ??
4. Vehicle Blasters, Starship Gunnery and Capital Ship Gunnery - how could you possibly specialise in being better at shooting an Ion Cannon verses shooting a Laser Cannon from a computer ?? (For those who might say it reflects knowing where to shoot to cause specific damage to an opponent's vehicle, wouldn't that be knowledge gleaned from the appropriate Technical skills ??).
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Ankhanu
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PostPosted: Thu Feb 15, 2007 9:44 am    Post subject: Reply with quote

1) No. being able to hit (and knowing where to hit) and being able to avoid being hit are different (though related) skill sets. If you don't believe, go to a coupe martial arts classes.

2) It's a good idea not to allow Dodge specializations. That or vary the things they have to dodge.

3) Yeah, Perhaps, though it depends on the specific weapon. A lot of weapons covered under Vehicle Blasters are more or less set up like Blaster Artillery, a character physically moving the weapon to fire. Dex makes sense here. The Vehicle mounted weapons fired from cockpit... not so much, Mechanical would make sense. But, I suppose for simplicity's sake, choosing one and going with it is appropriate.

4) Different system types will have different procedures for use, the variation is, true, slight, but it's there. Simple way to solve the dilemma: specialize in specific weapons, rather than broad categories or, don't allow specialization
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Xynar
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PostPosted: Thu Feb 15, 2007 10:11 am    Post subject: Reply with quote

Ankhanu wrote:
2) It's a good idea not to allow Dodge specializations. That or vary the things they have to dodge.


Blasters, bullets, arrows, concussion missile, grenade, falling rocks, speeder, .... etc. There are many things that can be dodged.
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Grimace
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PostPosted: Thu Feb 15, 2007 10:15 am    Post subject: Reply with quote

The parry skills aren't really "broken". The designers just chose to list them seperately, indicating that the ability to parry attacks ISN'T incorporated into the Brawling or Melee skills.

Not sure what you mean by dodging and specializing, so no comment there.

Vehicle blasters...I don't see as Mechanical, as you're still manually aiming and firing the weapons. These are for things like turretted weapons, and pintel mounted weapons and such. You still have to manually move, aim and fire it, thus it's not Mechanical.

Finally...specializing in big weaponry.... it seems to me that Star Wars deals with weapons in a World War Two style. People still man the weapons. Han and Luke still sat in the quad laser turrets and fired at the TIEs. Imperial gunners still sat at each turbolaser and shot at the incoming X-Wings and Y-Wings. The rear "gunner" on the snowspeeders still manually aimed and fired the tow cables on the snowspeeders. In fact, the only computer only weapon fired out there in the movies was the Death Star superlaser. The weapons fired by the X-Wings, Y-Wings, TIEs, Imperial Walkers and so on were "computer aided", but as evidenced you still needed skill to be able to hit your target. Since you need skill to hit the target, you can then use specializations to get better in utilizing a particular type of weapon.

Does that help deal with some of the confusion for those skills?
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Gry Sarth
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PostPosted: Thu Feb 15, 2007 1:56 pm    Post subject: Reply with quote

A wise man once said "If you can dodge a wrench, you can dodge a ball.", so I don't allow Dodge specializations.
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Garrel
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PostPosted: Thu Feb 15, 2007 3:40 pm    Post subject: Reply with quote

But those would both be Dodge: Thrown Weapons. Very Happy

Just kidding; while it's true, I don't use Dodge specs either. It seems ultimately smarter to just raise Dodge, anyway.
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garhkal
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PostPosted: Fri Feb 16, 2007 2:36 am    Post subject: Reply with quote

To me the reasoning for allowing dodge specialties, especially energy weapons, is that most people only get into fights with them.. Unless they play with me that is, as i love using the non traditional weapons...
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Krapou
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PostPosted: Fri Feb 16, 2007 5:19 am    Post subject: Reply with quote

Quote:
4. Vehicle Blasters, Starship Gunnery and Capital Ship Gunnery - how could you possibly specialise in being better at shooting an Ion Cannon verses shooting a Laser Cannon from a computer ??
I guess the firts skill depends on Dex because you don't use any targeting computer for Vehicles blasters.

Maybe the other skills are considered different because on a large (i.e. captal scale) weapon you have to consider the heating, the energy consumption, the coordination with other gunners, etc. and you also only use computers+sensors to target your ennemy (with starship gunnery maybe direct vision is still useful)
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Ray
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PostPosted: Fri Feb 16, 2007 9:26 am    Post subject: Reply with quote

For the Starship Gunnery and Capital Ship Gunnery...

Well, there's major difference between shooting machine guns and autocannons and "The Big Guns".
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slaughterj
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PostPosted: Fri Feb 16, 2007 2:21 pm    Post subject: Reply with quote

Gry Sarth wrote:
A wise man once said "If you can dodge a wrench, you can dodge a ball.", so I don't allow Dodge specializations.


Laughing

I'm not much into specializations at all personally, perhaps due to playing 1e so much. I'd rather the PCs stayed broader in their abilities, to be able to handle a myriad of situations that they might encounter in adventures, so I might continue to dissuade any specializations in any future games I run.
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scott2978
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PostPosted: Fri Feb 16, 2007 7:48 pm    Post subject: Re: "Broken" Skills Reply with quote

Liam (Gunman) Kissane wrote:

1. Brawling Parry and Melee Parry - aren't they covered by Brawling and Melee Combat ??
2. Dodge - how can you specialise against dodging blasters verses anything else ??
3. Vehicle Blasters - shouldn't this be a Mechanical skill ??
4. Vehicle Blasters, Starship Gunnery and Capital Ship Gunnery - how could you possibly specialise in being better at shooting an Ion Cannon verses shooting a Laser Cannon from a computer ?? (For those who might say it reflects knowing where to shoot to cause specific damage to an opponent's vehicle, wouldn't that be knowledge gleaned from the appropriate Technical skills ??).


I don't use the parry skills. I did see an actual use for them one time, but I forgot what that is.

I don't allow dodge specializations. They're just silly.

I've never run into an isse with Vehicle Blasters, because I don't think anyone has ever tried to use any. But it does make sense for the pintal mount weapons to use Dex, while a fixed weapon uses Vehicle Blasters as a Mechanical skill instead of technical. IMHO, Technical is for making/fixing things, while Mechanical is for using things.

As for the vehicle/starship specializations, I don't think they would be much different from small arms. Regardless of weather you use a computer to aim them or not, part of using the weapon is knowing what makes it work. I make characters make a Blaster roll to reload in combat, for instance. I've also made them use the Blaster skill to find the safety on an unfamiliar weapon, and to figure out how to switch it from kill to stun.

As a former competition handgun shooter, I can tell you that there are significant differences between even handguns of the same type. Definitly enough to warrant a specialization. Case in point: cocking and operating the safety on the Sig P226 compared to that of the Colt 1911a1 or the HK P7. Or reloading the Mauser C96. And since "Blasters" is akin to "firearms" now compare reloading your C96 to reloading an M249, or a 20mm Oikerlon AA gun.

Now compare doing those things, to doing them under fire, and without ever having handled them before. The "Blaster" skill represents your overall general understanding of how to operate any familiar blaster type weapon, but it can't hold a candle to spending dozens of hours disasembling, reasembling, shooting and cleaning your weapon of choice. You will aim it better, reload it better, clear a jam better - specialization with weapons is not only viable, its damn near a necessity for any combat oriented character. I think the same holds true for vehicle mounted and shipboard weapons as well.

Scott
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garhkal
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PostPosted: Fri Feb 16, 2007 10:53 pm    Post subject: Reply with quote

Quote:
I don't allow dodge specializations. They're just silly.


Why are they silly? If say, i am playing a pre-space merc type, who's only combat experience is (lets say) 4+ years against firearms users, would it not make sense i would be better at dodging them than blasters i just encountered??
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jmanski
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PostPosted: Fri Feb 16, 2007 11:06 pm    Post subject: Reply with quote

Dodge specializations, like parry specializations, always kinda made me go "huh?" Confused

If you are good at ducking for cover, why would you be better at ducking for cover versus firearms than blasters? I can see the argument for grenades as there may be a difference in how you evade.

And then there's the "no dodge specializations" rule (forget which ed).
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Ankhanu
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PostPosted: Sat Feb 17, 2007 12:12 am    Post subject: Reply with quote

jmanski wrote:
Dodge specializations, like parry specializations, always kinda made me go "huh?" Confused


I think the parry specializations are in the use of a particular weapon or combat style to parry, not parry versus the specialization.

For example Melee Parry (Viboaxe), or Brawling Parry (Jui Jitsu) would be used when parrying with a vibroaxe in your hand, or parrying using Jui Jitsu blocks/evades, not when one's being swung at you.
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jmanski
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PostPosted: Sat Feb 17, 2007 2:13 pm    Post subject: Reply with quote

That makes more sense, but why have 2 high specializations when you can have one high melee parry?
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