rules:skills
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rules:skills [2012/10/12 18:19] – sam | rules:skills [2012/12/21 11:26] – [Familiarities] sam | ||
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Getting a good balance between too few skills and too many skills can be quite hard, especially when the definition of these limits varies from player to player. | Getting a good balance between too few skills and too many skills can be quite hard, especially when the definition of these limits varies from player to player. | ||
- | Unless there' | + | Unless there' |
- | In fact, all combat skills are heavily simplified. There is a single //Melee// skill which covers all melee weapons not covered by //Brawl//. //Throw// covers rocks, spears and grenades. //Guns// covers all forms of firearms. However //Bow// and // | + | In fact, all combat skills are heavily simplified. There is a single //Melee// skill which covers all melee weapons not covered by //Brawl//. //Throw// covers rocks, spears and grenades. //Guns// covers all forms of personal |
Likewise, //Science// is a single skill which covers everything from particle physics to genetics. Obviously, this is a broad range of subjects and it's unrealistic to have a single skill cover everything. This is where Techniques come in. | Likewise, //Science// is a single skill which covers everything from particle physics to genetics. Obviously, this is a broad range of subjects and it's unrealistic to have a single skill cover everything. This is where Techniques come in. | ||
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+ | > Broad skills also greatly simplifies how related skills are dealt with. For example, if each martial art was it's own skill, how do we handle a street brawler with a //Brawl// of 6 who starts learning //Karate//? If they have a //Karate// of 1, how do they compare to someone with a //Brawl// of 2 but a //Karate// of 3? Either the lower skill is never used, the skilled fighter is greatly disadvantaged if he tries to use new skills, or we need a complex system of skill relationships. | ||
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===== Techniques ===== | ===== Techniques ===== | ||
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The other type of techniques are Familiarities. These are similar to specialisations but tend to be used in practical skills rather than knowledges. Familiarities tend to be well defined for a particular skill. For example Drive will have a familiarity for car, lorry, bike, ATV, HGV, tank. Not having the familiarity counts as a default, halving your roll for all skill attempts. | The other type of techniques are Familiarities. These are similar to specialisations but tend to be used in practical skills rather than knowledges. Familiarities tend to be well defined for a particular skill. For example Drive will have a familiarity for car, lorry, bike, ATV, HGV, tank. Not having the familiarity counts as a default, halving your roll for all skill attempts. | ||
- | Skills which require familiarity will have a default familiarity which is obtained automatically as part of the skill. For example, Drive assumes familiarity with cars. If you want to be good with a motorbike, you need to buy this as an extra. It's not perfect (since | + | Skills which require familiarity will have a default familiarity which is obtained automatically as part of the skill. For example, Drive assumes familiarity with cars. If you want to be good with a motorbike, you need to buy this as an extra. It's not perfect (since |
==== Cinematic Heroes ==== | ==== Cinematic Heroes ==== |
rules/skills.txt · Last modified: 2020/03/08 13:13 by sam