View previous topic :: View next topic |
Author |
Message |
KageRyu Commodore


Joined: 06 Jul 2005 Posts: 1391 Location: Lost in the cracks
|
Posted: Thu Jun 14, 2012 12:24 am Post subject: |
|
|
garhkal wrote: | Maybe i am just having a hard time seeing how letting them dictate what the rule/law/skill is useful for is fun... |
That's ok, I'm not seeing it either.
Perhaps in a much more lighthearted and comical system, such as Project A-Ko or Paranoia it could be fun and work rather well. _________________ "There's a set way to gain new Force Points and it represents a very nice system, where you're rewarded for heroism, not for being a poor conductor to electricity." ~Jachra |
|
Back to top |
|
 |
vanir Jedi

Joined: 11 May 2011 Posts: 793
|
Posted: Thu Jun 14, 2012 7:08 am Post subject: |
|
|
clearly there's no shortage of creativity to generate useful knowledge skill rolls throughout an adventure, the only trick is getting the players into the habit of investing in them and using them, the GM subsequently making them useful and being creative is the easy part, whether you're more interactive with players about it or handle it in the classic D&D fashion of passing slips of paper to specific players depending on their rolls.
Some of the tricks we use in our game, based on lengthy discussion of RAW with knowledge skills, we started by linking some knowledge skills to other usable skills.
eg, according to RAW as a guide, for average Joe to construct a lightsabre he'd probably need some scholar: arcane technologies, then min 5D lightsabre repair, so he could then take (A) lightsabre engineering, finally get the die on that skill high enough to make the difficulty for constructing a lightsabre, which would turn out to be a lightfoil in the game (ie. a lightsabre constructed by non-Jedi). Though you can see where it all starts with some die in scholar: arcane technologies just to know where to start, and you'd want a good roll in that.
To make this more accessible to Jedi and tie it in with Jedi training, and earning the rank of Jedi Knight, we change the prerequisites for lightsabre construction, only for Jedi. You must have lightsabre combat and meditate. You must have min 5D in scholar: Jedi Lore. If you have those you can use the lightsabre repair skill to actually construct a lightsabre from scratch, using the force as a guide and your scholarly jedi training as a substitute for the dedicated engineering skill.
So scholar becomes useful, as a prerequisite, all our Jedi put CP into Jedi Lore for this reason at the least, they consider it mandatory for attaining master rank for the practical reason it lets them build lightsabres from scratch. It's one thing to tell players they can say some philosophical babble using scholar: Jedi Lore, quite another to say well now you can build your own lightsabres with it, assuming you can find the parts.
Similar to how we use Tactics skill. If specialised for the specific form of combat, eg. tactics: starfighters, you can substitute the tactics roll for an initiative roll in the opening round of any engagement with an enemy craft. Subsequent rounds will be ruled on a case by case basis but generally normal PER iniative after the first round until that craft is destroyed, then you can use tactics again for the opening round on another.
Once again just a useful way of using knowledge skills for the players as something very practical that helps them in a sense that is very worthy of spending character points in them. Our starfighter pilot PCs always put a lot of CP in tactics: starfighters now, and they have very good averages over time in combat because they're almost always winning initiative on the first round of combat with each new craft.
Once you get them in the habit of thinking this way, they start coming up with all sorts of ideas on how knowledge skills might benefit them when task solving during adventures. eg.,
Can I use an intimidation roll to get my enemy flatfooted and gain surprise due to distracting fear on an attack?
Can I combine military history skill with tactics skill to make an enemy commander believe he is being attacked by a much larger force than we really have?
Can I use bureacracy with con to get out of paying starport fees?
etc. |
|
Back to top |
|
 |
garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
|
Posted: Thu Jun 14, 2012 4:53 pm Post subject: |
|
|
Very true. Like at Origins, i allowed those who had value and rolled well enough on it, to up their bargain rolls, or those who had law enforcement, to augument their con rolls to pass security.
Having some of the knowledge skills (to steal a term from DND3.0) have a synergy with others. _________________ Confucious sayeth, don't wash cat while drunk! |
|
Back to top |
|
 |
KageRyu Commodore


Joined: 06 Jul 2005 Posts: 1391 Location: Lost in the cracks
|
Posted: Thu Jun 14, 2012 8:03 pm Post subject: |
|
|
garhkal wrote: | Very true. Like at Origins, i allowed those who had value and rolled well enough on it, to up their bargain rolls, or those who had law enforcement, to augument their con rolls to pass security.
Having some of the knowledge skills (to steal a term from DND3.0) have a synergy with others. |
Yes, I have done this for a long time myself. I address exactly this aspect of skills in the Skill Options PDF I am working on (even referred to it as Skill Synergy, and was not aware the term was used in D&D3.0 - stopped playing at the end of the long running 2nd edition rules set when they made 2nd revised). _________________ "There's a set way to gain new Force Points and it represents a very nice system, where you're rewarded for heroism, not for being a poor conductor to electricity." ~Jachra |
|
Back to top |
|
 |
Whill Dark Lord of the Jedi (Owner/Admin)

Joined: 14 Apr 2008 Posts: 10530 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
|
|
Back to top |
|
 |
garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
|
Posted: Sat Jun 23, 2012 3:12 am Post subject: |
|
|
I disagree with that. Maybe a first aid/medic KNOWLEDGE skill could let you know of WHAT to do/what is wrong, but i still feel the USE of that knowledge garnered is technical. _________________ Confucious sayeth, don't wash cat while drunk! |
|
Back to top |
|
 |
ZzaphodD Rear Admiral


Joined: 28 Nov 2009 Posts: 2426
|
Posted: Sat Jun 23, 2012 7:27 am Post subject: |
|
|
garhkal wrote: | I disagree with that. Maybe a first aid/medic KNOWLEDGE skill could let you know of WHAT to do/what is wrong, but i still feel the USE of that knowledge garnered is technical. |
So, making use of survival knowledge is a technical skill in your games..  _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
|
Back to top |
|
 |
Whill Dark Lord of the Jedi (Owner/Admin)

Joined: 14 Apr 2008 Posts: 10530 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
|
Posted: Sat Jun 23, 2012 11:57 am Post subject: |
|
|
garhkal wrote: | I disagree with that. Maybe a first aid/medic KNOWLEDGE skill could let you know of WHAT to do/what is wrong, but i still feel the USE of that knowledge garnered is technical. |
Many skills overlap attributes (and the attributes themselves even overlap a bit too). It's a matter of personal GM preference. I wasn't trying to present an argument that First Aid being on Knowledge is superior. Most uses for First Aid will involve using Star Wars-level medical technology, so I do not think that First Aid being on Technical is incorrect.
My primary motivations for moving it to Knowledge weren't really to beef up Knowledge. First of all, I didn't like it that techy/engineer characters with TEC 4D + were so good at healing wounds by default. Secondly, I thought that First Aid should cover non-technical applications as well, like knowing how to saving someone from bleeding to death when you have no access to any medical technology. In that light, your innate ability to repair technolgy would seem to have even less relevance to applying first aid. Technical is an attribute with a primary emphasis on technology, but Knowledge is more general. So IMO, First Aid fits in Knoweldge a little better than Technical. And it has the nice side effect of beefing up Knowledge a little.
On the contrary, I also moved Streetwise from Knowledge to Perception, since in my mind Streetwise involves a lot more experience and personal interaction than other knowledge skills that you might learn in school. Some might argue that Tactics and Survival might also be more relevant to Perception, but I chose to leave those in Knowledge. Again, it is just a matter of personal GM preference. To each his own. _________________ *
Site Map
Forum Guidelines
Registration/Log-In Help
The Rancor Pit Library
Star Wars D6 Damage |
|
Back to top |
|
 |
Zarm R'keeg Commander


Joined: 14 Apr 2012 Posts: 481 Location: PA
|
Posted: Sat Jun 23, 2012 11:57 am Post subject: |
|
|
Well, to be fair- I would think that 90% of the medical skill involved in first aid is knowledge of the proper technique- the other 10% is just the manual dexterity needed to accomplish it. One could say this falls under Technical in the same way that, say, Droid Repair (knowledge of the systems, and the fine manipulation of components to accomplish it) is... but then, now that I think about it, that doesn't seem to make too much sense either, does it? Most of the Technical skills are essentially glorified knowledge rolls, just with a little bit of 'execution/application of knowledge' thrown in, aren't they? Interesting... _________________ Star Wars: Marvels, the audio drama: www.nolinecinemas.com
Hard core OT, all the way! |
|
Back to top |
|
 |
KageRyu Commodore


Joined: 06 Jul 2005 Posts: 1391 Location: Lost in the cracks
|
Posted: Sat Jun 23, 2012 12:41 pm Post subject: |
|
|
Here are some Knowledge skill suggestions based off of gaps in the existing skills (originally created for basic D6 Fractured Realities (unpublished) core rules:
• Biological Sciences - This includes various sciences that are the study of living organisms and biology. Among the sciences (and each could be it's own specialization) are: Anatomy, Biology, Genetics, Xenobiology, Exobiology, Botany, Zoology... just to name a few.
• Physical Sciences - This would include a study of the physical world. Among the various sciences and specializations would be: Geology, Climatology, Meteorology, Physics, Oceanography, Mineralogy, Vulcanology, Astronomy, Astrophysics, Planetology, Stellar Mechanics, just to name a few.
• Psychological Sciences - A study of the mind and behavior. Among it's sciences and specializations would be: Psychology, psycotherapy, criminal psycology, parapsychology, Religious Studies, etc...
• Historical Sciences - Sciences and studies that involve aspects of history and the past. Among the sciences and specializations might be: History, Anthropology, Archaelogy, Paleontology, Evolutionary Biology
• Advanced Sciences - This would include scienses of a particularly advanced, unique, or specialized nature, that while they might be considered part of other sciences, would require additional, specialized study. Among the specializations are: Quantum Physics, Quantum Mechanics, Nuclear Physics, Temporal Physics*, Dimensional Physics*, Temporal Mechanics*, String Theory, Unified Field Theory, Hyperspace Mechanics*, etc...
*Depending on the technological advancement and nature of your campaign world, you may wish to restrict these to theoretical studies only. It would not do well in a non-time travel campaign to have a character with knowledge to build a time machine.
• Criminal Sciences - A study of the sciences as applied under the justice system and in use to investigate and prosecute criminal behaviour. It's sciences and specializations would include: Criminology, Criminal Psychology, Behavorial Profiling, Forensics, Forensic Pathology, Forensic Medicine, as some examples.
I have other knowledge skills not by the Star Wars book as well. While many of these may not seem imediately useful in a Star Wars setting, I have had characters request such skills from time to time. While technicly these may fall under the Scholar skill, I felt with all of the specializations, this potentially made Scholar too powerful, as a high Die Code in Scholar could effectively make a character knowledgable in too many fields. For this reason i created these seperate skill groups - and although still very broad, I feel the follow the patterns already established for skills in Star Wars with broad groups and specializations. While these skills could still do with some refinement, they were playtested and adjusted over several years. The list of Specializations under each science is by no means comprehensive. _________________ "There's a set way to gain new Force Points and it represents a very nice system, where you're rewarded for heroism, not for being a poor conductor to electricity." ~Jachra |
|
Back to top |
|
 |
vanir Jedi

Joined: 11 May 2011 Posts: 793
|
Posted: Sat Jun 23, 2012 4:25 pm Post subject: |
|
|
Whill wrote wrote: | My primary motivations for moving it to Knowledge weren't really to beef up Knowledge. First of all, I didn't like it that techy/engineer characters with TEC 4D + were so good at healing wounds by default. Secondly, I thought that First Aid should cover non-technical applications as well, like knowing how to saving someone from bleeding to death when you have no access to any medical technology. In that light, your innate ability to repair technolgy would seem to have even less relevance to applying first aid. |
I don't disagree with your approach at all, simply as a comparison I've thought about this for our game and felt I can use Knowledge skills like Pathology, Homeopathy, Xenobiology and Diagnostic Medicine to supplement or substitute for Technical skills First Aid and (A) Medicine, so that without tech-based first aid equipment, and by giving the context of the Technical First Aid skill as battlefield medic aid (using a kit), you might use Homeopathy to treat wounds using old fashioned bandages and salves, a knowledge skill. You might disallow Technical First Aid to have this particular "archaic" familiarity with rendering old school first aid as we think of it in the real world.
This would work to limit high Technical/First Aid skill in the SWU to being trained only in using medical first aid equipment of a basic but technical nature (medpacks and field kits) and not actually being knowledgeable in biological medicine or healing in general. If given a box of random compounds and medical equipment a Tech First Aider in SWU might respond with, "Hey pal, I'm just a combat medic, don't you have a standard medpack I can use?" He might shrug if you ask which drug to use for a wound, answer something like, "The one marked 'use this if bleeding' in a medpack kit." He might offer to spot you odds if you want to know when someone is going to recover, or ask for a medical database access so he can look things up.
KageRyu wrote wrote: | • Psychological Sciences - A study of the mind and behavior. Among it's sciences and specializations would be: Psychology, psycotherapy, criminal psycology, parapsychology, Religious Studies, etc...
• Criminal Sciences - A study of the sciences as applied under the justice system and in use to investigate and prosecute criminal behaviour. It's sciences and specializations would include: Criminology, Criminal Psychology, Behavorial Profiling, Forensics, Forensic Pathology, Forensic Medicine, as some examples.
|
Totally up to you but you might consider the Generic fields of Social/Behavioural Sciences, and Theology as separate academia, and criminology as a specialisation of Social sciences. Psychology (all kinds), criminology, forensic pathology (this is profiling), but not forensic medicine are all specialisations of Social sciences, the determination comes by methodology (control group studies, not conclusive experimentation as with hard sciences both physical and theoretical).
Theology is an academia not unlike philosophy but with elements of anthropology and forensic history studies like mythology, a broad group you might include all spiritualism, metaphysics and religious and scriptural studies both academic and devotional (half the qualified theologians in the real world are atheist or agnostic, but invaluable translating archaic linguistics within likely contexts). Specialisations would be specific religions, mythologies or belief structures.
Alternatively you could bring theology under Scholar as a specialisation and limit it to the relatively few non-Jedi religious sects not including Sith Lore/Alchemy due to the highly sectarian nature of that religion.
Psychiatry is a specialisation of Medicine, psychotherapy is a social science in nature but it was born of and originated within medically qualified psychiatry. You might consider psychotherapy as simply part of psychiatry, whilst generic therapy or patient counselling to be a specialisation of social sciences, as it is practised by clinical psychologists that don't need medical degrees, but do work in hospitals.
Anthropology is a social science (statistics, control body studies and data collation, results are highly speculative don't qualify as scientific method), but palaeoanthropology is a historical science (generally, behaviour and sociology of ancient hominids, again highly speculative and often contradicts either archaeology or medical science with presumptuous leaps).
So then I would delete Psychological Sciences and Criminal Sciences and insert,
Social and Behavioural Sciences - study of human, animal and alien behaviours, specialisations include animal behaviour, xeno/anthropology, counselling, criminology, psychology, forensic pathology, etc.
Scholar: theology - character is knowledgeable in articles relating to parapsychology, metaphysics, spirituality and religions or belief structures, does not include detailed knowledge of Jedi or Sith training or applications.
(A) Medicine: Psychiatry - includes both qualified diagnoses and treatment of biochemical and medical behavioural and psychological conditions, including psychotherapy and drug treatments.
Historical sciences - includes palaoanthropology (differentiates from common role of anthropology in collecting statistics among modern populations and making pretty charts)
The thing to keep in mind is psychology (and criminology) are speculative sciences, not theoretical nor physical sciences, but speculative. That's the primary difference between a psychologist and a psychiatrist. One works only with physical evidence, the other works only with abstracts. It should be noted also that the purpose of forensic pathology and criminology is only to capture established criminals, it is not a diagnostic tool for identifying criminal behaviour or latent intent, again, based in psychology they are social sciences and inherently speculative. |
|
Back to top |
|
 |
garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
|
Posted: Sat Jun 23, 2012 4:52 pm Post subject: |
|
|
KageRyu wrote: | Here are some Knowledge skill suggestions based off of gaps in the existing skills (originally created for basic D6 Fractured Realities (unpublished) core rules:
• Biological Sciences - This includes various sciences that are the study of living organisms and biology. Among the sciences (and each could be it's own specialization) are: Anatomy, Biology, Genetics, Xenobiology, Exobiology, Botany, Zoology... just to name a few.
• Physical Sciences - This would include a study of the physical world. Among the various sciences and specializations would be: Geology, Climatology, Meteorology, Physics, Oceanography, Mineralogy, Vulcanology, Astronomy, Astrophysics, Planetology, Stellar Mechanics, just to name a few.
• Psychological Sciences - A study of the mind and behavior. Among it's sciences and specializations would be: Psychology, psycotherapy, criminal psycology, parapsychology, Religious Studies, etc...
• Historical Sciences - Sciences and studies that involve aspects of history and the past. Among the sciences and specializations might be: History, Anthropology, Archaelogy, Paleontology, Evolutionary Biology
• Advanced Sciences - This would include scienses of a particularly advanced, unique, or specialized nature, that while they might be considered part of other sciences, would require additional, specialized study. Among the specializations are: Quantum Physics, Quantum Mechanics, Nuclear Physics, Temporal Physics*, Dimensional Physics*, Temporal Mechanics*, String Theory, Unified Field Theory, Hyperspace Mechanics*, etc...
*Depending on the technological advancement and nature of your campaign world, you may wish to restrict these to theoretical studies only. It would not do well in a non-time travel campaign to have a character with knowledge to build a time machine.
• Criminal Sciences - A study of the sciences as applied under the justice system and in use to investigate and prosecute criminal behaviour. It's sciences and specializations would include: Criminology, Criminal Psychology, Behavorial Profiling, Forensics, Forensic Pathology, Forensic Medicine, as some examples.
. |
Most of those either come under Scholar OR Profession. _________________ Confucious sayeth, don't wash cat while drunk! |
|
Back to top |
|
 |
KageRyu Commodore


Joined: 06 Jul 2005 Posts: 1391 Location: Lost in the cracks
|
Posted: Sat Jun 23, 2012 5:27 pm Post subject: |
|
|
garhkal wrote: |
Most of those either come under Scholar OR Profession. |
Yes, and I also explained why I broke them out of those. _________________ "There's a set way to gain new Force Points and it represents a very nice system, where you're rewarded for heroism, not for being a poor conductor to electricity." ~Jachra |
|
Back to top |
|
 |
KageRyu Commodore


Joined: 06 Jul 2005 Posts: 1391 Location: Lost in the cracks
|
Posted: Sat Jun 23, 2012 5:33 pm Post subject: |
|
|
vanir wrote: |
KageRyu wrote wrote: | • Psychological Sciences - A study of the mind and behavior. Among it's sciences and specializations would be: Psychology, psycotherapy, criminal psycology, parapsychology, Religious Studies, etc...
• Criminal Sciences - A study of the sciences as applied under the justice system and in use to investigate and prosecute criminal behaviour. It's sciences and specializations would include: Criminology, Criminal Psychology, Behavorial Profiling, Forensics, Forensic Pathology, Forensic Medicine, as some examples.
|
Totally up to you but you might consider the Generic fields of Social/Behavioural Sciences, and Theology... etc... |
Thought about trying to explain why I grouped them the way I did and why Psychiatry - though a field of medicine, was in Psychological sciences, (as it's practice is different), and why anthropology was in historical sciences (as it mainly deals with ancient cultures), but decided not to bother.
Just offered these as suggestions. Do whatever you want. Use them, don't use them, make your own, don't really care. _________________ "There's a set way to gain new Force Points and it represents a very nice system, where you're rewarded for heroism, not for being a poor conductor to electricity." ~Jachra |
|
Back to top |
|
 |
|