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I think I'm going to change the way advanced skills work
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Naaman
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PostPosted: Tue Apr 19, 2016 2:59 pm    Post subject: I think I'm going to change the way advanced skills work Reply with quote

The advanced skill will be added to the attribute. This solves a LOT of problems.

The trade-off will be that advanced skills require more prerequisites. Looking at the one RAW example that we have, (A) Medicine, I'm thinking something like this:

(A) Medicine
Prerequisites: First aid 5D, Alien Species 5D, Scholar: 7D (or, Scholar: Biology 4D and Scholar: Chemistry 4D)

Once the prerequisites are met, the character pays 10 CP and gains the (A) skill at the same level as the attribute. So, with a Tech of 3D the character pays 10 CPs and has (A) Medicine 3D. Raising the skill from there will cost double the CPs for a normal skill (so, in this case, 6 CPs gets the character to 3D+1).

Using this system, advanced skills for combat make so much more sense in the mechanics.

Thoughts?
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MrNexx
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PostPosted: Tue Apr 19, 2016 5:39 pm    Post subject: Reply with quote

So, going with the Medicine example.

Normal rule is 3D Technical, plus 2D of training in First Aid gives you 5D First Aid. Get Medicine at 1D and you can start rolling 6D whenever you roll First Aid (because your Medical knowledge enhances your basic skill), but only 1D when you roll something to do with Medicine... running a bacta tank, replacing a limb.

How does yours work? Because it would seem you have 3D Technical, and all your prereqs... and then you have 3D Medicine. Does it still add to First Aid, letting you double dip your technical? Does it work for Alien Species and Scholar, letting you add your technical to those knowledge checks?
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Naaman
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PostPosted: Tue Apr 19, 2016 8:06 pm    Post subject: Reply with quote

Nope.

If you want "real world" justification, consider engineers: they design stuff from the ground up, but don't ask them to put it together or take it apart or fix it.

Instead, the (A) skill in this case could (feasibly) subsume the first aid skill in appropriate circumstances.

Still, first aid is a completely different thing than medicine. First aid is actually working on a person. Medicine is all theoretical stuff... looking at images and such to diagnose a set of symptoms and then recommend a treatment. The actual "technical" aspects of the skill would only really apply when surgery is involved.

The example of alien species being a requirement was meant to allow for an explanation of why a doctor would be proficient in dealing with various species' physiology.
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MrNexx
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PostPosted: Tue Apr 19, 2016 8:18 pm    Post subject: Reply with quote

But that's not really an advanced skill, then... That's just a skill with a prereq. Calling it an advanced skill does what, exacrly?
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Naaman
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PostPosted: Tue Apr 19, 2016 10:31 pm    Post subject: Reply with quote

Exactly what the skill says it does in the rule book.
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CRMcNeill
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PostPosted: Wed Apr 20, 2016 11:35 am    Post subject: Reply with quote

I like it.
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jmanski
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PostPosted: Wed Apr 20, 2016 6:38 pm    Post subject: Reply with quote

1st: Just to be clear in my mind: you would not add Medicine to First Aid?
2nd: I think I like it, based on what really happens and should happen. I've never really liked the 'add to your skill' mechanic of Advanced skills.
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Naaman
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PostPosted: Wed Apr 20, 2016 7:12 pm    Post subject: Reply with quote

You are correct. No adding to base skills. The base skill still covers what its skill description covers. GMs can decide how to handle overlap case by case.
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