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Skills.
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AcesAndEights
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PostPosted: Thu Apr 12, 2007 2:43 am    Post subject: Skills. Reply with quote

I just recently got started in the game and did so in a big way. I am currently playing in two campaigns and since I'm not that familiar with the skills and what not, I don't really know what I want to use my CPs on. So, I'm wondering if there is an online skills source guide. I don't currently have access to any of the rule books (seeing as how I'm stuck on a college campus.)

Any help would be great. As a note, I'm especially interested in the specialization rules and advanced skills.
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Ankhanu
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PostPosted: Thu Apr 12, 2007 6:20 am    Post subject: Reply with quote

The Holocron is a decent source: http://members.aol.com/vstarblaze/main.html
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AcesAndEights
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PostPosted: Fri Apr 13, 2007 11:11 pm    Post subject: Reply with quote

Thanks, that is quite helpful. It still leave me in the dark as far as advance skills and specializations go, but that definitely covers the basic skills.
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vong
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PostPosted: Fri Apr 13, 2007 11:31 pm    Post subject: Reply with quote

well, in a nutshell, specializations are basically specifics. in my games i say that it will have to narrow down the skill significantly.

examples
Tactics - good at tactics as the book says
tactics:Imperial - familiar with imperial squad tactics, and your tactics will start to resemble imperial ones in nature

Blaster: you shoot
Blaster:Pistol - you are good with the pistols, small ones, not the rifles.

space transports repair: You fix freights
STR: Correllian YT 1300: your good at fixing the falcon, but you dont know s*** about others.

that help out, or you need some more help?
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AcesAndEights
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PostPosted: Sat Apr 14, 2007 12:19 am    Post subject: Reply with quote

That helps some, but what benefit is there to narrowing the skill? Is it cheaper to upgrade or does it give addition bonuses of some kind?
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vong
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PostPosted: Sat Apr 14, 2007 12:22 am    Post subject: Reply with quote

ahh yes, it does cost quite a bit less. It costs half the amout of cps to increase a skill (rounded up) or at character creation, you can split up 1D into 3D
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PsiberDragon
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PostPosted: Sat Apr 14, 2007 12:47 am    Post subject: Reply with quote

Short answer: Yes, it's cheaper.

Basic skill upgrade = Cost before the "D" in Character points (experience points, whatever) to raise it one pip.

For example:

You have Blasters at 3D+1. You spend 3 Character Points (CP) (the number before the "D". You now have blasters at 3D+2. Spend another 3 CP after your next adventure, and you have Blasters at 4D. To raise this to 4D+1, you need to spend 4 CP this time (the number before the "D)

Specialized skill upgrade = 1/2 cost before the "D" in CP to raise (rounded up) to raise one pip.

For example:

You have Blasters at 3D, specialization of Blaster Pistol at 3D+2. It costs you (3/2 = 1.5 rounded up to 2) 2 CP to raise it to 4D. What this means is whenever you shoot a Blaster Pistol, you use 4D, but shooting a Blaster Rifle or Heavy Blaster or the like means that you only roll 3D.

Advanced Skills. Here's where it gets a little tricky.

Advanced skills do NOT start out at your base attribute. Say, for example, you have a TECH of 3D. You pick up First Aid (a basic skill) for 3CP, and you now have First Aid at 3D+1. It costs you 3CP to raise it to 3D+2, just like in the first example above.

Now, after some time, you've managed to advance your First Aid up to 5D (minimum required for picking up (A) Medicine [The "(A)" just means an advanced skill). You can pick up the Advanced Skill (A) Medicine for 2CP, and you now have (A) Medicine at 1D.

What this means is that if you have to perform surgery on your friendly neighborhood Wookie First Mate, you can only roll 1D (Hope you're using the Force on this.... )

However, the advantage here is thus: You can add this to your First Aid roll. So, to set the Wookie's broken arm, you get to add your 5D in First Aid AND your 1D in Medicine for a total roll of 6D.

The disadvantage? Well, Advanced skills are... well... advanced. They cost TWICE the number before the "D" to advance. So, to advance your (A) Medicine skill from 1D to 1D+1 means that you'll spend 2CP. To advance it again to 1D+2 means another 2CP, and so on.

Now, here's a little twist for ya. Suppose you realize that your friendly neighborhood Wookie First Mate is gonna get shot at. A lot. What you can do is Specialize in (A) Medicine: Wookies. Suppose you've advanced your (A) Medicine skill to 2D, and you've bought the specialization up to 2D+1.
To Increase your (A) Medicine: Wookies specialization costs: 2 (the number before the D) * 2 (cost for an advanced skill) = 4CP But wait! You're advancing the SPECIALIZATION. So it costs the 4CP / 2 (because it's a specialization) = 2CP - just like a normal skill.

How's this affect the game? Well... if you advance a specialization too far over the base skill... you're gonna be aces in that field, but all thumbs elsewhere. For example, you've stop advancing your (A) Medicine skill at 1D+2, but you've gotten your (A) Medicine: Wookies skill up to 6D. You're gonna be able to do pretty much any surgery on that First Mate, but if the Sullustan Smuggler whose ship you're riding on needs surgery... well... just make sure that you're in his will and he leaves the ship to you... Smile

Question does that help or make things murkier?
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AcesAndEights
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PostPosted: Sat Apr 14, 2007 1:06 am    Post subject: Reply with quote

That helps a great deal, but I believe we use slightly different rules for upgrading base skills...The upgrade scheme you described for advanced skills is what we use for base skills. We also seem to require more pips before the skill turns over to the next die level.

For example: One of my characters has 6D in dodge. In order to raise it to 6D+1 it would cost 12 CP. Therefore for me to go from 6D to 7D it would cost me 12*4( for 6D+1, +2, +3, & finally 7D.)

So for me to level and advanced skill I guess it would require me to spend 4 times the number of die while a specialization would only cost me the die code.

Oddly enough this is the case for both the games I'm in, but the same "system" (since things are more or less the same rules wise in each game) is being used.

Just out of curosity, what is the law of the letter in regards to upgrading attributes? In the games I'm in it is 10 times the die code for a pip (this excludes force attributes which are treated as skills in our Jedi campaign.)
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cheshire
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PostPosted: Sat Apr 14, 2007 1:27 am    Post subject: Reply with quote

http://krapz.free.fr/data/SWD6_New_Player_Handout.zip

That covers the letter of the law for almost all advancement, though the beginning section is on character creation.
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AcesAndEights
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PostPosted: Sat Apr 14, 2007 1:39 am    Post subject: Reply with quote

You something that is kind of stupid? I actually have that .pdf and I completely forgot about it. I really need to look through all of the fan sourcebooks I downloaded.

Thanks for posting that.
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Gry Sarth
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Joined: 25 May 2004
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PostPosted: Sat Apr 14, 2007 11:34 am    Post subject: Reply with quote

Well, you seem to use a bunch of pretty harsh house rules regarding character advancement. Why is that? To me SWD6 character advancement is pretty slow already, with the multitude of skills you have to increase in order to make a decent character. Now, I'm curious as to why you would double the CP cost for inccreasing skills, and also create and unhheard-of +3 pips modifier... I mean, I would much rather have 4D+3 than 5D (+3 being about the average roll for a D6).
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Ankhanu
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PostPosted: Sat Apr 14, 2007 11:41 am    Post subject: Reply with quote

AcesAndEights wrote:
Just out of curosity, what is the law of the letter in regards to upgrading attributes? In the games I'm in it is 10 times the die code for a pip (this excludes force attributes which are treated as skills in our Jedi campaign.)


Yup, 10x the number infront of the D. Additionally, it requires an opposed die roll between the player and GM. Player rolls the number of D+pips they are increasing their attribute to and the GM rolls the species Max. If the player rolls less than the GM, the attribute increases. If not, the CP are spent, but the Attribute does not increase; another roll can be tried at a later time without spending the CP again.
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garhkal
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PostPosted: Sat Apr 14, 2007 5:57 pm    Post subject: Reply with quote

vong wrote:
well, in a nutshell, specializations are basically specifics. in my games i say that it will have to narrow down the skill significantly.


That is a good rundown of what specialties are.

In another way, a specialty is a focus of the general skill. To liken it to business. You have people who are great at accounting, but some are better yet at doing financial spreadsheets.

Advanced skills are more intensive uses of the skill. EG starship repair - general repair and upkeep. Starship engineering - making a new ship from scratch..

Quote:
That helps some, but what benefit is there to narrowing the skill? Is it cheaper to upgrade or does it give addition bonuses of some kind?


I will showcase this by an example..

Grog the ship gunner has 4d dex and 3d+2 mech. He knows that he is going to be spending most his early career as a ships security assistant, so decides that melee weaponry for close in combat is best. 4 of his intitial 7d starting skills go into melee and melee parry, giving him 6d there.
He also places 2d more into starship gunnery, giving him 5d+2.
He wants to be real good at the ion cannons, though, as well as his favorite melee weapon, the axe, so takes his last dice, and splits it into 3 specialties.
One goes into starship gunnery, giving him 6d+2 (S) ion cannons (the s denotiates a specialty on the character sheet), while the other 2 go for melee and melee parry (S) axe. Giving him 7d in both of those skills.

Now when it comes to increasing his skills, it takes the number before the D in character points to increase the skill by 1 pip. So if he wanted to increase his base melee, from 6d to 6d+1, that costs him 6 character points. For his specailties, it costs HALF the number (rounded up), so for his specialty in the axe, it would be 4 character points (7/2 rounded up).
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AcesAndEights
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PostPosted: Sat Apr 14, 2007 6:53 pm    Post subject: Reply with quote

Gry, I honestly don't know. One of the reasons I came on here was to make sure I was doing things correctly and now it seems that I have found an odd difference between the House rules and the Official rules. I will definitely be checking with both of the GMs to make sure I understand there interpretation or twist on the rules.

At least I have a general idea of how advanced skills and specializations work. I only have one last question in regards to specializations, do combat specializations ( such as Brawling: Boxing) give special bonuses or 'moves' like the lightsaber forms?
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Ankhanu
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PostPosted: Sat Apr 14, 2007 7:20 pm    Post subject: Reply with quote

AcesAndEights wrote:
At least I have a general idea of how advanced skills and specializations work. I only have one last question in regards to specializations, do combat specializations ( such as Brawling: Boxing) give special bonuses or 'moves' like the lightsaber forms?


The lightsabre forms are house rules. But, yeah, some of the specializations (ie. Brawling: martial arts) have official rules giving maneuvers. The Martial Arts moves are outlined in Spec Forces.
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