rules:skills
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rules:skills [2012/12/21 11:25] – sam | rules:skills [2019/08/11 17:08] – sam | ||
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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 personal 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 firearms. |
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. | > 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. | ||
+ | Some examples of skills are given on the following pages: | ||
+ | * [[./ | ||
+ | * [[./ | ||
===== 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 ==== | ||
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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' | + | The core **YAGS** |
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