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Post by ilina on Nov 27, 2016 20:37:10 GMT -8
common skill point advance fix
as an Advance, you may choose to gain 2 skill points. these skill points work the same way as the ones you start with at character creation, buying skill dice at a rate of 1 point per die type up to their linked attribute starting with the first rank at d4, and costing 2 points for a die type above your linked attribute.
this is to alleviate the issue of characters trying to start with 10 skills at level 1 because they honestly feel they need them all. by fixing the skill cost of learning new skills by making skill points earned from gaining advances work identically to the ones gained at character creation. it is a common fix i needed opinions one because its a fix i find mandatory for skill heavy games.
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Post by Deleted on Nov 28, 2016 10:51:33 GMT -8
It seems like a fix for a non issue.
The reason why it's harder to pick up new skills later in a game is because...well, it IS harder to pick up new skills later in life. Your novice character has an entire backstory to figure out the hows and whys regarding their knowledge of how to pick locks or speak 3 languages. Once you have been adventuring and start picking up xp, you shouldn't be able to just pick up skills without some kind of sacrifice (which would be the added skill point). Lets say it takes you 2-3 sessions to get 5 xp, those sessions may have happened all within a month of game time. An edge might be something that your character figured out how to do or improved on the job (sweep, counter-attack, etc) but a skill is something that requires practice. When would a person have time to teach themselves lockpicking while adventuring? Someone who never learned to speak french could not gain fluency within such a short time frame. Not to say that they couldn't figure it out as they go but that is why new skills cost more once you have been playing. They are not skills that were incorporated into a backstory so it takes longer to build up competency.
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Post by Deleted on Nov 28, 2016 11:01:00 GMT -8
It is also a question of build. Regarding skills, Folk can build a "Jack of all trades, master of none" or a specialist. The choice comes down to play style and character concept. A Castle guard specialized in sword and board might be very much at home in a city but would have a hard time learning woodcraft skills such as tracking and survival. The extra skill costs in picking up new skills represents their struggle to learn something a bit foreign and new. However someone with a wide variety of skills, say a mercenary merchant guard, would have an array of skills to build upon. The city guard could probably outclass the mercenary at low levels but wouldn't have as wide a variety of skills. In later levels the city guard has the option to stretch his skills and learn new things but it would be slow going. The merc, with a variety of skills to build upon, could simply focus on improving what he already knows.
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Post by OFTHEHILLPEOPLE on Nov 28, 2016 11:41:49 GMT -8
Right. Also, why are we trying to "alleviate" something the players want to do with their character? Why not just simply say "Hey no more than, say, five skills at character creation. [Reason why here]"?
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Post by Deleted on Nov 28, 2016 11:53:37 GMT -8
True....or if you don't have a reason let them start with as many skills as their character build will allow.
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Post by OFTHEHILLPEOPLE on Nov 28, 2016 12:15:54 GMT -8
Exactly. Yes, a character with ten skills at creation will be severely underpowered. But you know what? If that fits the player's idea for that character concept let them try it. If it doesn't work out, guess what, they've learned how and where to tweak the next character.
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