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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Thu Aug 18, 2011 12:48 pm Post subject: |
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Bren wrote: | Maybe several seconds. I prefer easier calculations in play and, if necessary, harder calculations for improvement as opposed to harder calculations in play and easier calculations for improvement. |
I prefer specilization rules where raising the main skill impoves the specialty. That is why I went with the method from the Legned Sytem. That said LEngend didn't use pips.
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I suppose you could add a space on the character sheet to include the total of Skill+Specialty...though I'm not sure I like what it does to the look of the sheet. |
Why? Do you add a row for armor?
If I were to simplfy this, I7d go with:
1) Listing the specailty skill seperately, as in D&SW
2) When the main skill is impoved, so is the specialty
3) Specialty skills cost normal, not half.
That would speed things up, and get rid of problem of raising main skills above the specialty rule. |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Thu Aug 18, 2011 4:07 pm Post subject: |
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atgxtg wrote: | I prefer specilization rules where raising the main skill impoves the specialty. | Even though the point difference is not large, I want the cost for specializations to match the RAW. If I change anything, I'd be more inclined to do the following when a character advances the base skill: refund the cost of the specialization, i.e. apply original cost for superceded die of specialization towards the cost of increasing the base. So a character who had blaster 4D and (s) heavy blaster pistol 6D who increases his blaster to 4D+1 would ordinarily have to spend 4 CPs for the increase. I count the 2 CPs spent to originally increase the specialization towards the increase in the base. So in effect the character only pays 2 CP to increase the base and ends up with blaster 4D+1 (s) heavy blaster pistol 6D.
Quote: | Why? Do you add a row for armor? | Sometimes I will add the total of STR+Armor in parentheses and I nearly always do so for melee weapon damage. However most characters either have no armor or only one set of armor so there is only one calculation involved. If characters have a specialization they usually have multiple specializations so multiple calculations are involved.
In the interest of full disclosure, I will admit that I find the notation blaster 4D+1 (s) heavy blaster pistol 1D+2 esthetically displeasing regardless of the ease or difficulty of the arithmetic involved. It's not a debatable point, just a personal taste. |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10301 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Thu Aug 18, 2011 9:06 pm Post subject: |
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Bren wrote: | I prefer easier calculations in play and, if necessary, harder calculations for improvement as opposed to harder calculations in play and easier calculations for improvement. |
Don't you like ponderous slow combat and fast paced improvements!? _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
Complete Starship Construction System |
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3191
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Posted: Thu Aug 18, 2011 11:35 pm Post subject: |
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Just to be clear, my vision for this concept is not to add actual "pips" to the dice rolls (even though that's the word I used originally). The idea is to pay a reduced cost to gain a bonus to your control/sense/alter roll each time you roll a specific power. So, a character's Force skills might look like this:
Control: 4D+2
Concentration +3, Control Breathing (+0), Control Pain, Emptiness +4, Hibernation Trance, Remain Conscious +1
Sense: 4D
Beast Languages, Life Detection +2, Life Sense, Danger Sense +3, Combat Sense, Magnify Senses +4
Alter 4D+1
Control Breathing +2, Telekinesis +1 |
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