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rules:skills [2015/02/04 22:40] – external edit 127.0.0.1rules:skills [2019/08/11 20:46] sam
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 Unless there's a good reason, **YAGS** tries to keep similar skills which would realistically be all known by a particular type of character as a single skill. For example, //Brawl// covers punching, kicking, wrestling and dodging - few characters would be interested in learning only one of these and not others, and it's fairly realistic to bunch all such abilities together. Exotic martial arts also come off //Brawl// - anyone specialised in such things is going to be good at //Brawl// as well, so it makes sense for them to be a specialisation of the broader skill. Unless there's a good reason, **YAGS** tries to keep similar skills which would realistically be all known by a particular type of character as a single skill. For example, //Brawl// covers punching, kicking, wrestling and dodging - few characters would be interested in learning only one of these and not others, and it's fairly realistic to bunch all such abilities together. Exotic martial arts also come off //Brawl// - anyone specialised in such things is going to be good at //Brawl// as well, so it makes sense for them to be a specialisation of the broader skill.
  
-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 //Crossbow// are different skills.+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:
  
 +  * [[./skills/core]] - Core skills common to most genres and settings.
 +  * [[./skills/professions]] - Professional skills.
 +  * [[./skills/fantasy]] - Skills common to a fantasy setting which aren't part of the core skills.
  
 ===== Techniques ===== ===== Techniques =====
rules/skills.txt · Last modified: 2020/03/08 13:13 by sam

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