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rules:skills [2012/12/21 11:25] samrules:skills [2015/02/04 22:40] – external edit 127.0.0.1
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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 Yags doesn't allow you to be good at riding a motorbike, but not a car), but it keeps things consistent.+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 **YAGS** doesn't allow you to be good at riding a motorbike, but not a car), but it keeps things consistent.
  
 ==== Cinematic Heroes ==== ==== Cinematic Heroes ====
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 One of the features that Techniques allow is to extend the skill system in a simple way to allow more cinematic game play. It is suggested that the real difference between run of the mill experienced people and true heroes is that the latter tend to have far more techniques. Whilst you may gain a high skill simply from doing the same thing for several decades, techniques are only learned through dedicated training. One of the features that Techniques allow is to extend the skill system in a simple way to allow more cinematic game play. It is suggested that the real difference between run of the mill experienced people and true heroes is that the latter tend to have far more techniques. Whilst you may gain a high skill simply from doing the same thing for several decades, techniques are only learned through dedicated training.
  
-The core Yags rules allow for some quite powerful techniques, but they are alll grounded in reality. There is no reason why a set of martial arts techniques couldn't be added in that allow characters to act like cinematic heroes, for example a chain of Gun Kata techniques which are completely unrealistic, but which may fit well into a Pulp or Anime style campaign.+The core **YAGS** rules allow for some quite powerful techniques, but they are alll grounded in reality. There is no reason why a set of martial arts techniques couldn't be added in that allow characters to act like cinematic heroes, for example a chain of Gun Kata techniques which are completely unrealistic, but which may fit well into a Pulp or Anime style campaign.
  
 Currently, such techniques aren't in the pipeline, though they are definitely an option for a later supplement. Currently, such techniques aren't in the pipeline, though they are definitely an option for a later supplement.
rules/skills.txt · Last modified: 2020/03/08 13:13 by sam

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