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Rimmer
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PostPosted: Sat Apr 10, 2010 6:05 am    Post subject: Personal House Rules Reply with quote

Hello everyone

Have been reading now for a month or so and through I had better contribute, my long time group has many house rules for certain situations but the main one that changes the whole game is as follows.

Skills can only be increase to "ATTRIBUTE + 3D" after this, you must choose a specialisation, which can then increase normally at usual skill point costs (not half)

Example
Mechanical 3D
Starfighter Piloting 7D

Would Now look like
Mechanical 3D
Starfighter Piloting 6D
X-Wing 7D

In both the above examples the total skill points spent would be the same. This was mainly done to stop the "Bucket of Dice" problem we started to have after playing for so long, and to solve the "Cookie Cutter" problem we had with two PC's with the same basic template. The last problem it solved for us was termed "Master of All" where the brash pilot PC with 10D skill in starfighter piloting was equally as good at TIE fighters, even through he had never sat in one before.

YMMV but it seems to have worked with our group.

We have just recently found out about another game system that uses something very similiar to this, 10 points to whom ever finds out.
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cheshire
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PostPosted: Sat Apr 10, 2010 6:59 am    Post subject: Reply with quote

Interesting. Very interesting. This really forces them to diversify. If I were ti implement this, I would probably do something like double the point cost if they were to go 3D above the attribute level. It lets them get as high as they need to go IF they are willing to put more into it.
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Rimmer
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PostPosted: Sat Apr 10, 2010 3:09 pm    Post subject: Reply with quote

We were toying with the idea of doubling the point cost for specialisations, but decided against it, due to the fact that specialisations were narrow enough in focus as is, to double the cost seemed a bit harsh.
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Esoomian
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PostPosted: Sat Apr 10, 2010 3:19 pm    Post subject: Reply with quote

I believe Cheshire was suggesting doubling the points cost for the base skill once it is over 3D rather than doubling the cost of the specalization.
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Rimmer
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PostPosted: Sat Apr 10, 2010 4:39 pm    Post subject: Reply with quote

Unless I am missing something or getting it wrong (which is very possible)

The main point is that Skills are now to be "CAPPED" at "ATTRIBUTE + 3D" in the first post example, the "STARSHIP PILOTING 6D" is the absolute maximum that this skill may go, anything that goes above this must be a specialisation from there on, paid for in the normal skill point way.
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ZzaphodD
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PostPosted: Sun Apr 11, 2010 12:04 pm    Post subject: Reply with quote

I dont really get what function this house rule fulfills. What is the problem that the rule is supposed to 'fix'.
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garhkal
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PostPosted: Sun Apr 11, 2010 5:14 pm    Post subject: Reply with quote

I think he sees issues with characters having 8d+ in base skills and therefore are good on all things rather than specific ones.
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ZzaphodD
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PostPosted: Sun Apr 11, 2010 5:22 pm    Post subject: Reply with quote

garhkal wrote:
I think he sees issues with characters having 8d+ in base skills and therefore are good on all things rather than specific ones.


Perhaps then one is too liberal with character points, or ones adventures focus too much on one thing (space, combat, etc) so that players put all their CPs into just a few skills.

Having said that of course I realise its not 'realistic' that one can fly 'everything' or shoot 'everything'. But if that is what bothers you, why not change the general skills into specializations all over?
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Rerun941
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PostPosted: Sun Apr 11, 2010 9:39 pm    Post subject: Re: Personal House Rules Reply with quote

Rimmer wrote:
We have just recently found out about another game system that uses something very similiar to this, 10 points to whom ever finds out.


It's from the Serenity/Firefly RPG, which uses the Cortex System. There you can only get to a certain die step and then you HAVE to become a specialist.

Although, be aware that the Serenity RPG's skill categories are much broader. The "Shootin'" skill is capped, but then you must specialize in each of the "Pistol" "Rifle" "Machine Gun" skills.

Interesting concept though. I think I like the other suggestions of a soft cap... double the skill cost above Attribute +3D, and make all specializations cost 1x the # in front of the D.

It steers characters towards being generalists.
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Rimmer
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PostPosted: Mon Apr 12, 2010 6:52 am    Post subject: Reply with quote

The problem this was to solve are

1. "Bucket of Dice" After years of playing my PC's are very high level, the main pilot is rolling 12D in his X-Wing, this house rule forces him somewhat, to spread the skill points around a little.

2. "Cookie Cutter" The two main Soldier types in my group both had 10D Blaster Skills, not much flavour between them, with this house rule one now speacialises in Pistols and the other Sniper Rifles.

3. "Master of All" In the above example of the 12D pilot, he was 12D in whatever starship he hopped into, no matter what type of ship it was, he was the Master of all types of starfighter, now I agree he was good and his skills should reflect this, but "ALL" starfighters ?

I don't profess to have solved everything to everyones satisfaction, even my own, but these house rules have so far been positive in my group.


Oh and Rerun, you get the 10 points, I was actually refering to BSG but Serenity is close enough.
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garhkal
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PostPosted: Mon Apr 12, 2010 1:32 pm    Post subject: Reply with quote

Sounds like you need to restart it over then. Retire these guys and gals.
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Raven Redstar
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PostPosted: Mon Apr 12, 2010 2:29 pm    Post subject: Reply with quote

I have a few points I'd like to bring up, hopefully as a voice of reason.

What about dodge? After adventuring enough a player has to specialize in dodge energy weapons or whatever? What about Sneak? Brawling? Intimidation? Willpower? Hide? Climbing/Jumping? Stamina? Swimming? A lot of the tech skills shouldn't necessarily have to be specialized in either, when you're working with engines, an engine is an engine is an engine, there are minor differences between them, but the engine of a BMW isn't going to be that different from the engine of a Honda, it's still an internal combustion engine, just like the engine on a x-wing isn't going to be "that" different from a TIE fighter, only difference is I'm sure, some sort of proprietary parts differences.

But, there are many many skills in this game I do find it appropriate for piloting skills, blasters, melee weapons, some knowledge skills. But making a blanket rule that is applied to everything I think is a little too much. I definitely liked the idea when first looking at it, but it may need a little tweaking before I'd use it in any of the games that I'm running. Also, I'd consider upping it from +3D from attribute, to maybe +4D, or possibly a 10D cap first before "forcing" a player to specialize.

Another problem that I do have with the idea of it, is the idea that a character is getting forced to specialize, or they get penalized. This game's not really about that, it's about the heroes being heroes, and heroes that can fly things, can hop into anything and fly it. Take a look at Anikan in Ep1, Ep3. (Yes I brought up the prequels... *slaps own wrist*) He'd never flown a fighter before, but he hopped in a Naboo starfighter and went up into battle, I doubt he'd ever flown a seperatist cruiser before, but he managed to salvage a landing. All I'm saying is that on some level as game masters, we shouldn't be against our players being big damn heroes, because that's what they're supposed to be, the game is about having fun, not bogging down skill progression with forced specialization.

I was talking things over with a guy from my old gaming group who had played the same character for 3 years, and after dumping loads of character points into his blaster skill, managed to get it up to 8D, it took him 3 years of regularly upping his skill to get it to that.

I think most game masters should have some idea when characters should be retired, and if you're getting up to 12D-14D range, one might want to consider the huge climax and see about ending that story. Like garhkal said, Sounds like you need to start it over again and retire these guys and gals. (Paraphrasing of course.)


Anyway, somehow I started ranting so I'll end off with this, I do think that it's a good idea in theory, but it needs a little fine tuning before I would use it as a balanced rule. I do like it, but I think it needs work.
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ZzaphodD
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PostPosted: Mon Apr 12, 2010 3:23 pm    Post subject: Reply with quote

Rimmer wrote:
The problem this was to solve are

1. "Bucket of Dice" After years of playing my PC's are very high level, the main pilot is rolling 12D in his X-Wing, this house rule forces him somewhat, to spread the skill points around a little.

2. "Cookie Cutter" The two main Soldier types in my group both had 10D Blaster Skills, not much flavour between them, with this house rule one now speacialises in Pistols and the other Sniper Rifles.

3. "Master of All" In the above example of the 12D pilot, he was 12D in whatever starship he hopped into, no matter what type of ship it was, he was the Master of all types of starfighter, now I agree he was good and his skills should reflect this, but "ALL" starfighters ?


1. Well, it seems like hes the best pilot in the galaxy, or at least top 3. If that is the problem you obviously need to cap him somewhat.

2. The 'general' nature of skills in SW are either a charm or annoying depending on your own preferences. Myself I like the 'general' nature of skills and have combined a few to clear the 'clutter' from the character sheets (Hide/Sneak, Droid Prog/Rep, Starship Piloting, Starship Repair, etc). Anyway, specializations are allready availible, but if you feel that you need to force your players into specializations by all means do of course. Be warned that even if the character does not have 10D in blaster, he will have perhaps 14D in Blaster Pistol instead due to the low cost of specialization (which is why I removed spec as in the RAW).

3. Again, is the general nature of skills in SW a boon or a curse? Matter of taste really.... IMO players like 'fun and simple' and therefore keep things simple and general. I have to admit though that I have never played characters to 12D. In our earlier campaign, in which I was a player, I reached 9D in Comp Prog/Rep after many years. Sure, I also had Blaster 8D so I was 'well rounded' so to speak. Perhaps thats your problem, your players can get away with focusing on just a few skills. Just put the pilot in situations where he has to slip away from a few Noghri that is shadowing him and hell start pooling his CPs into Sneak..
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Rimmer
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PostPosted: Tue Apr 13, 2010 6:12 am    Post subject: Reply with quote

ZzaphodD wrote:
Rimmer wrote:
The problem this was to solve are

1. "Bucket of Dice" After years of playing my PC's are very high level, the main pilot is rolling 12D in his X-Wing, this house rule forces him somewhat, to spread the skill points around a little.

2. "Cookie Cutter" The two main Soldier types in my group both had 10D Blaster Skills, not much flavour between them, with this house rule one now speacialises in Pistols and the other Sniper Rifles.

3. "Master of All" In the above example of the 12D pilot, he was 12D in whatever starship he hopped into, no matter what type of ship it was, he was the Master of all types of starfighter, now I agree he was good and his skills should reflect this, but "ALL" starfighters ?


1. Well, it seems like hes the best pilot in the galaxy, or at least top 3. If that is the problem you obviously need to cap him somewhat.

2. The 'general' nature of skills in SW are either a charm or annoying depending on your own preferences. Myself I like the 'general' nature of skills and have combined a few to clear the 'clutter' from the character sheets (Hide/Sneak, Droid Prog/Rep, Starship Piloting, Starship Repair, etc). Anyway, specializations are allready availible, but if you feel that you need to force your players into specializations by all means do of course. Be warned that even if the character does not have 10D in blaster, he will have perhaps 14D in Blaster Pistol instead due to the low cost of specialization (which is why I removed spec as in the RAW).

3. Again, is the general nature of skills in SW a boon or a curse? Matter of taste really.... IMO players like 'fun and simple' and therefore keep things simple and general. I have to admit though that I have never played characters to 12D. In our earlier campaign, in which I was a player, I reached 9D in Comp Prog/Rep after many years. Sure, I also had Blaster 8D so I was 'well rounded' so to speak. Perhaps thats your problem, your players can get away with focusing on just a few skills. Just put the pilot in situations where he has to slip away from a few Noghri that is shadowing him and hell start pooling his CPs into Sneak..


Well yes, he would be one of the best in the galaxy but he does deserve it, and he did earn it. With this house rule he is not quite at the 12D level as he has had to spraed the points around a little, not just dumping them all in one skill.

As stated in the first post, specialisations are no longer half cost but full cost.

Why wouldn't the pilot not focus on piloting ?, he does actually have other skills, his blaster pistol speacialisation is 8D and his Military Bueracracy specialisation is 7D,
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Rimmer
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PostPosted: Tue Apr 13, 2010 6:15 am    Post subject: Reply with quote

Raven Redstar wrote:
I have a few points I'd like to bring up, hopefully as a voice of reason.

What about dodge? After adventuring enough a player has to specialize in dodge energy weapons or whatever? What about Sneak? Brawling? Intimidation? Willpower? Hide? Climbing/Jumping? Stamina? Swimming? A lot of the tech skills shouldn't necessarily have to be specialized in either, when you're working with engines, an engine is an engine is an engine, there are minor differences between them, but the engine of a BMW isn't going to be that different from the engine of a Honda, it's still an internal combustion engine, just like the engine on a x-wing isn't going to be "that" different from a TIE fighter, only difference is I'm sure, some sort of proprietary parts differences.

But, there are many many skills in this game I do find it appropriate for piloting skills, blasters, melee weapons, some knowledge skills. But making a blanket rule that is applied to everything I think is a little too much. I definitely liked the idea when first looking at it, but it may need a little tweaking before I'd use it in any of the games that I'm running. Also, I'd consider upping it from +3D from attribute, to maybe +4D, or possibly a 10D cap first before "forcing" a player to specialize.

Another problem that I do have with the idea of it, is the idea that a character is getting forced to specialize, or they get penalized. This game's not really about that, it's about the heroes being heroes, and heroes that can fly things, can hop into anything and fly it. Take a look at Anikan in Ep1, Ep3. (Yes I brought up the prequels... *slaps own wrist*) He'd never flown a fighter before, but he hopped in a Naboo starfighter and went up into battle, I doubt he'd ever flown a seperatist cruiser before, but he managed to salvage a landing. All I'm saying is that on some level as game masters, we shouldn't be against our players being big d*mn heroes, because that's what they're supposed to be, the game is about having fun, not bogging down skill progression with forced specialization.

I was talking things over with a guy from my old gaming group who had played the same character for 3 years, and after dumping loads of character points into his blaster skill, managed to get it up to 8D, it took him 3 years of regularly upping his skill to get it to that.

I think most game masters should have some idea when characters should be retired, and if you're getting up to 12D-14D range, one might want to consider the huge climax and see about ending that story. Like garhkal said, Sounds like you need to start it over again and retire these guys and gals. (Paraphrasing of course.)


Anyway, somehow I started ranting so I'll end off with this, I do think that it's a good idea in theory, but it needs a little fine tuning before I would use it as a balanced rule. I do like it, but I think it needs work.


Some of the skills we could not find a suitable specialisation for (eg: Dodge) so we kinda just skipped them and played them RAW.

I'm not really sure why everyone here is so against playing at a high level, I have never had a problem with it.
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