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The Benefits of Training
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Naaman
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PostPosted: Tue Apr 19, 2016 2:46 pm    Post subject: Reply with quote

I've thought of that, but at this stage, Im not dealing with specifics.

The main idea that I'm looking at is that when you start a training program, you're learning things that you did not already know.

Also, Ive always felt that the attribute/skill system runs into problems in the exact area you mention: A person with a 4D attribute and no skill knows less than someone with a 2D attribute and 3D+2 skill. But the 4D attribute has to pay more for that 1D+2 "training/experience" than the less talented person.

But... no system is perfect.
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MrNexx
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PostPosted: Tue Apr 19, 2016 5:55 pm    Post subject: Reply with quote

Naaman wrote:
I've thought of that, but at this stage, Im not dealing with specifics.

The main idea that I'm looking at is that when you start a training program, you're learning things that you did not already know.

Also, Ive always felt that the attribute/skill system runs into problems in the exact area you mention: A person with a 4D attribute and no skill knows less than someone with a 2D attribute and 3D+2 skill. But the 4D attribute has to pay more for that 1D+2 "training/experience" than the less talented person.

But... no system is perfect.


Yes and know; you could easily view it as the person with a 4D simply having a far wider array of general knowledge and applicable intelligence.

In a way, a skill is a specialization of an attribute. If one person has 4D Technical, another has 2D Technical and a 4D in Droid Programming, and a third has 2D Technical, 3D Droid Programming, and 4D Droid Programming (Astromechs). If it comes time to program your R2 unit, who knows the best? Mechanically, they all know the same amount... until you have to program a protocol droid. Or repair either.

The person with 4D in Technical might have an intuitive sense of technical subjects, know a lot of rules of thumb... or have simply studied so much technical stuff that, instead of spending 90 CP on various skills, just improved their attribute from 3D to 4D.
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Naaman
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PostPosted: Tue Apr 19, 2016 8:09 pm    Post subject: Reply with quote

Sure. But that's the problem. A person "born" with a high attribute (say, 4D) is, by RAW at a professional level of proficiency in every skill under that attribute. with absolutely no training whatsoever. It doesn't make any sense at all, but it's not so bad that it needs to be radically changed.
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MrNexx
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PostPosted: Tue Apr 19, 2016 8:24 pm    Post subject: Reply with quote

And a person born with 6D Strength is automatically a professional-quality boxer, and someone with a 4D Perception is both an adept con man, adroit leader, ace investigator and natural ninja.
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Naaman
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PostPosted: Tue Apr 19, 2016 10:30 pm    Post subject: Reply with quote

Right. Do you see the problem?
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Dredwulf60
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PostPosted: Wed Apr 20, 2016 2:09 am    Post subject: Reply with quote

Naaman wrote:
Right. Do you see the problem?



aaaand that my friends is why I do it 'my' way.

All skills start from 0.

The attributes show natural default aptitude...a talent for doing things. If you don't have the skill and default to attribute, you get half the result of what you roll.

If you have the skill and roll your skill dice, you get a +1 pip to whatever your roll total is for every full die you have in the attribute.

When just learning a skill, and the die code is less than your attribute die code, you may be unskilled enough that it's still better to default the attribute...because you know just enough to be a danger to yourself. But as you learn the skill, and the die code gets better, it becomes clear advantage to use your skill.

As a by product, I generally allow characters to raise a skill up to the level of their attribute without REQUIRING specific training requirements.

But raising the skill past their attribute REQUIRES someone to train them.

While undergoing training, the person who is the instructor can roll their training skill to allow the student to reduce the time OR save a CP.
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Naaman
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PostPosted: Wed Apr 20, 2016 3:12 pm    Post subject: Reply with quote

That's a good approach, but--as Whill would say--crunchier than I would prefer. I rather think that a solution which would appeal to me would be to say that if a character does not have at least 1 pip over the attribute, that the difficulties go up by X (5? 10? one difficulty level?... not sure exactly yet).
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MrNexx
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PostPosted: Mon Apr 25, 2016 12:09 pm    Post subject: Reply with quote

I think it starts going into the question of "When does the game you're running stop being the game you're running"? I.e. when do you change the basic assumptions so much that you're no longer really playing d6, but a game loosely based on d6?

By way of example, look at Shadowrun. In earlier editions (1-3), your attribute didn't really control your skill... it put a soft cap on them, but it didn't stop you from doing things with it. Instead, your attribute went into a refreshable dice pool that could be added to skill tests (so your Quickness didn't directly affect your Firearms skill, but it did give your firearms skill a soft cap AND get factored in with a few other stats into a pool that you could add additional dice from). Starting with 4e, though, your dice pool was your attribute + your skill (and different attributes might apply in different cases). These create vastly different systems, really only linked by attribute names, and some very different assumptions in adventure design, because currently, the game assumes you can try everything.

If you really want to divorce the two, I'd suggest something less drastic... like, a small penalty (-3; effectively, a one-die penalty to the roll).
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garhkal
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PostPosted: Mon Apr 25, 2016 1:38 pm    Post subject: Reply with quote

Naaman wrote:
That's a good approach, but--as Whill would say--crunchier than I would prefer. I rather think that a solution which would appeal to me would be to say that if a character does not have at least 1 pip over the attribute, that the difficulties go up by X (5? 10? one difficulty level?... not sure exactly yet).


Sort of, if they have not increased "trained in" the skill, they get an untrained penalty..
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Dredwulf60
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PostPosted: Mon Apr 25, 2016 1:53 pm    Post subject: Reply with quote

MrNexx wrote:
I think it starts going into the question of "When does the game you're running stop being the game you're running"? I.e. when do you change the basic assumptions so much that you're no longer really playing d6, but a game loosely based on d6?


Indeed. I will readily admit that I play a game loosely based on d6. I don't know exactly where the line got crossed....but it happened long, long ago.
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MrNexx
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PostPosted: Fri Apr 29, 2016 6:26 pm    Post subject: Reply with quote

Thinking about this, what if you subdivided skill dice even further.

Base character creation, you get 7D to divide among skills. If you want, you can break each D into 3 "pips". But what if you could break each pip into 2-3 "slots", representing that you have a base familiarity with the skill, even if it's just at your base stat?

So, someone might take one of their dice and break it into 9 "slots" to represent some basic familiarity with skills... things like Repulsorlift operations (i.e. "I can drive my car"), Languages ("I can understand Bocce and Binary, even if I can't speak it well"), etc. Skills that someone has spent neither die, nor pip, nor slot on would default to whatever version you like, but a "slot" would function at the base attribute.
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Naaman
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PostPosted: Fri Apr 29, 2016 8:52 pm    Post subject: Reply with quote

garhkal wrote:

Sort of, if they have not increased "trained in" the skill, they get an untrained penalty..


Yup. That's the idea.

MrNexx wrote:
I think it starts going into the question of "When does the game you're running stop being the game you're running"? I.e. when do you change the basic assumptions so much that you're no longer really playing d6, but a game loosely based on d6?

If you really want to divorce the two, I'd suggest something less drastic... like, a small penalty (-3; effectively, a one-die penalty to the roll).


I'm not really trying to rewrite D6. I'm trying to keep the same exact mechanics but also develop a means by which a house rule can facilitate the expression of various character concepts without adding a bunch of skills or creating more "crunch" in the system.

In any case, when I write a house rule, I try my best to make it self contained so that no other house rules need to be understood in order to apply the new house rule.

Though, truth be told, I'm thinking about making a few "fan made sourcebooks" for a few different aspects of the SWU compiling all my house rules. The tactical one would cover military operations. I also have a Jedi arts one that I'm working on, and may possibly get to vehicles/racing/chasing some time down the road.

The art work will be the most time consuming part, but, that's getting off topic.

In any case, I'm really just trying to add a simple way for GMs and players to bring "special-ness" to PCs by way of various options (specialized training being one of them).
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garhkal
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PostPosted: Sat Apr 30, 2016 12:04 am    Post subject: Reply with quote

MrNexx wrote:
Thinking about this, what if you subdivided skill dice even further.

Base character creation, you get 7D to divide among skills. If you want, you can break each D into 3 "pips". But what if you could break each pip into 2-3 "slots", representing that you have a base familiarity with the skill, even if it's just at your base stat?.


So each 'slot' just adds another skill they get to write in under the attribute?
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Dredwulf60
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PostPosted: Sat Apr 30, 2016 12:20 am    Post subject: Reply with quote

What about doing something similar to what I've done with my list of talents and techniques.

This is how I personally am looking at incorporating your work here:

ie

Talent: Blaster Carbine handling.
DC: 10
The user can use their Blaster skill (Or Blaster Carbine specialization) to roll against the weapons handling difficulty to correct a stoppage or reload in a single round.


The idea is that anyone can make a roll at DC 10 to properly handle a weapon in a stress situation. After doing so successfully on 3 separate incidents (spending a CP each time) the character can now add this talent to their repertoire. (no longer needs to spend a CP to make the roll.)

Failing to 'access' the talent once resets the three-in-a row counter.

The idea being that most people won't bother even trying to obtain the skill if they only have 2D in blasters...they'll wait until they have at least a decent base skill, but at the same time, it doesn't restrict any character from giving it a try.

ie the poorly trained company clerk finds himself with a blaster carbine taken from cold dead hands while the ship is being boarded...and he's trying to reload it quickly. He might be inclined to try for the quick reload at the cost of a CP.
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Naaman
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PostPosted: Sat Apr 30, 2016 7:32 am    Post subject: Reply with quote

Dredwulf60 wrote:
What about doing something similar to what I've done with my list of talents and techniques.

This is how I personally am looking at incorporating your work here:

ie

Talent: Blaster Carbine handling.
DC: 10
The user can use their Blaster skill (Or Blaster Carbine specialization) to roll against the weapons handling difficulty to correct a stoppage or reload in a single round.


The idea is that anyone can make a roll at DC 10 to properly handle a weapon in a stress situation. After doing so successfully on 3 separate incidents (spending a CP each time) the character can now add this talent to their repertoire. (no longer needs to spend a CP to make the roll.)

Failing to 'access' the talent once resets the three-in-a row counter.

The idea being that most people won't bother even trying to obtain the skill if they only have 2D in blasters...they'll wait until they have at least a decent base skill, but at the same time, it doesn't restrict any character from giving it a try.

ie the poorly trained company clerk finds himself with a blaster carbine taken from cold dead hands while the ship is being boarded...and he's trying to reload it quickly. He might be inclined to try for the quick reload at the cost of a CP.


I find this to be a remarkably eloquent solution to the problem.

It is "practical" in that it explains why some people have the ability and others don't; even though it's "cheap," it isn't free, and there is risk involved for the unskilled.

It is accessible at relatively "low" levels of play, where PCs are still a cut above the common folk but not yet legendary heroes of yore. In other words, it allows the "fast paced action" to be realized more or less right away.

My one reservation (and this is really just silly, but, hey, we all have our quirks) ultimately boils down to this: the character sheet isn't designed to accommodate talents and techniques (though to be fair, neither is it designed to accommodate all the force powers that a mid-level padawan accumulates).

Also, it ventures a little bit outside the realm of what I'm trying to address with this thread: raising a skill for "less" by committing to a training program which forces the character into a specific curriculum rather than allowing that character to spend his CPs as he wishes.
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