So as I'm finishing up the Skill Section I've come to notice these wonderful skills all have small connections with one another.
The principle behind this idea is that all three skills fall into one category type and could be specializations of said category.
[b]Athletics[/b]
[b]Type:[/b] Active, Physical
[b]Linked Aptitude:[/b] SOM
[b]What it is:[/b] Athletics is your ability to perform any task such as Swimming, Climbing, or even simply running.
[b]When you use it:[/b] You use Athletics whenever you need to perform some physical actions like swimming, high jumping, long jump, free-running, or even climbing.
[b]Specializations:[/b] Swimming, High jumping, Long jumping, Climbing, Sprinting, Parkour
Thoughts?
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Skill: Athletics
Thu, 2012-08-02 16:55
#1
Skill: Athletics
Thu, 2012-08-02 17:07
#2
I like it, since most people
I like it, since most people don't put points into swimming unless they are in a aquatic game, climbing probably isn't used terribly much. I'd approach it like how Pathfinder folded Spot and Search into Perception. Not a good or a bad thing, but it could streamline things in a useful way. At least, that is how I look at it.
—
Insanity is the Spice of Life.
Gun-totin Texan.
Thu, 2012-08-02 17:50
#3
I'd have no problem running
I'd have no problem running in a game that used this, or even in using it as a houserule myself if my players requested it.
Thu, 2012-08-02 18:02
#4
The three Psi Skills also
The three Psi Skills also come to mind. They're quite limited in the fact you need to have all three if you decide to use Psi abilities per say, unless you just take all Psi Combat skills for instance. I would probably consider combining these into:
[b]Psi:[/b]
[b]Specializations:[/b] Psi Combat, Sense, Control
There's a few more that could probably fit this bill as well. The bigger point of this would be to reduce some of the amount of skills required to keep track of.
Thu, 2012-08-02 18:29
#5
With athletics, you're taking
With athletics, you're taking related skills that tend to be fairly underused and combining them in a way that makes sense. The odds of someone wanting to play a freerunner who can't swim, or a swimmer who can't climb are pretty slim. I don't particularly like the idea of the merge for psi, just because I like the ability to make a character who's an asynch good at a specific aspect of psi but weak in others -- that _does_ seem like something that players should be able to do, and that the mechanics should meaningfully support.
Granted, I say this not having any particular experience GMing or playing asynchs, so if in practice having three skills ended up feeling more like added point sinks for asynch players, I could see the reason for the change.
Thu, 2012-08-02 19:16
#6
One thing to consider is the
One thing to consider is the [b]defaulting to related skills[/b], page 173. This covers a lot of what you seem to be wanting to do with this. Without this rule I had a lot of issues with the blades/unarmed/club break up of skills myself.
That being said, steam lining has its own advantages as well.
I would go with a list more akin to:
Ranged Combat, Close Combat, Social, Mesh Actions, Piloting, Athletics, Psi, etc.
Than you would really need to tweak the entire CP system to fit.
Thu, 2012-08-02 19:24
#7
Well with Psi you can make it
Well with Psi you can make it so a player is good with one type of Sleight of that type per specialization. In this manner it becomes a bit more broad. With Psi, if you specialize, you're only really good at one sleight. Now that isn't too say that it isn't a bad things, but when you compare it to other skills it's somewhat lackluster. The best example I could think of would be to compare it to the Exotic Weapon Skill. Exotic Weapon is bought on a per weapon basis. Depending on the GM you are usually limited to 1 specialization per skill.
So if you have several Psi Assault sleights that's going to be a bit underpowered for them. Basically combining Psi in such a way basically notes that you're either good with Control, Psi Attacks, or Sense.
Psi Assault Sleights: 5
Control Sleights: 7
Sense Sleights: 6
Out of each you could pick 1 and have 3 different specializations with each skill or on the opposite side pick one of three and have up to 7 abilities you're good with. Of course keeping sane and not hurting your brain tends to be a problem.
Yes some tweaking would have to be done to reduce the overall skills you start with. Although we do have an impressive 49 skills to work with that doesn't include all the field skills as well.
Most of what I say is just rambling anyways. I just try and keep working on the wiki.
Edit: Also a fun note is that Blades has a specialization for Implant Blades and Unarmed has a specialization for implant weaponry.
Fri, 2012-08-03 10:57
#8
not copyrighted
Something I 'borrowed' from WoD:
Mental:
Academics
Engineering
Interfacing
Investigation
Medicine
Politics
Programming
Science
Physical:
Alertness
Athletics
Brawl
Firearms
Pilot
Stealth/ Larceny
Survival
Weaponry
Social:
Animal ken
Empathy
Expression
Intimidation
Persuasion
Socialize/Networking
Streetwise
Subterfuge
—
So Long, and Thanks for All the Fish.
Fri, 2012-08-03 13:23
#9
And now this devolves into
And now this devolves into skill groups and associated skills. Just like SR.
—
"And yet, across the gulf of space, minds immeasurably superior to ours regarded this Earth with envious eyes. And slowly, and surely, they drew their plans against us."
Fri, 2012-08-03 14:47
#10
Prophet710 wrote:And now this
Precisely my position.
An uplifted whale is likely to be good at Swimming, but terrible at Free Running. We can assume walking is hard-coded into bipedal morphs or something.
An uplifted Raven is unlikely be born talented at Climbing, while a uplifted Ape is not naturally good at Flight.
—
As mind to body, so soul to spirit.
As death to the mortal man, so failure to the immortal.
Such is the price of all ambition.
Fri, 2012-08-03 14:53
#11
My goal was to reduce the
My goal was to reduce the larger list by a small amount. It was a thought, but not a good one I suppose. Consider the thought perished.
Fri, 2012-08-03 15:51
#12
LOL, no no no no no, Tnar I
LOL, no no no no no, Tnar I didn't mean to crush your spirits or anything. i just thought it was funny we were going that route. Not the first time or the first game I've come across something like this. I was just being a bit sarcastically facetious.
—
"And yet, across the gulf of space, minds immeasurably superior to ours regarded this Earth with envious eyes. And slowly, and surely, they drew their plans against us."
Fri, 2012-08-03 17:05
#13
Nothing lost really. The
Nothing lost really. The greater skill list seems to be preferred and not a somewhat condensed one. I just find with all the variations of the knowledge skills, the variations of the field skills, and the normal skills can be somewhat overwhelming.
In the same sense that it's described as that a whale might not be good at Free Running, if they have a high SOM they have at least a competent skill level in them.
I would also note that I did not add Flight to Athletics as that seemed a bit awkward to be there. Parkour is a type of athletic sport and did make sense within that.
Overall it's not a loss at all. Just a frivolous idea on a summer eve.
Fri, 2012-08-03 17:58
#14
If you're looking for a tie
If you're looking for a tie-in that helps the player out, you could house rule some kind of synergy between skills you think are related as such. Somewhat like 3.0 and 3.5 DND.
—
"And yet, across the gulf of space, minds immeasurably superior to ours regarded this Earth with envious eyes. And slowly, and surely, they drew their plans against us."
Fri, 2012-08-03 18:01
#15
That already exists in the
[url=http://eclipsephaserules.wikia.com/wiki/Complementary_Skills]That already exists in the rulebook[/url]
Fri, 2012-08-03 18:12
#16
Wow, I've been running a game
Wow, I've been running a game for 18 months straight and i dont remember even eyeing over this. LOL
—
"And yet, across the gulf of space, minds immeasurably superior to ours regarded this Earth with envious eyes. And slowly, and surely, they drew their plans against us."
Fri, 2012-08-03 18:40
#17
If it doesn't have the
If it doesn't have the homebrew tag, it's from the book. Still taking me a long time to get all the information in there.
Tue, 2012-08-07 03:37
#18
If there would be one change
If there would be one change to the game mechanics I would like, it would be the elimination of the exotic field skills. Exotic skills tend to be far more narrow than normal ones (practically the equivalent of a specialization), and are in many cases just a pointless way to represent that something is harder to use than most (why do you need an exotic weapon skill for a monomolecular garrote when it is effectively a blade?). Some are even completely useless; why do we need an exotic language skill, when the normal language skill works fine for said "exotic" languages?
An exotic skill can simply be replaced by special rules for certain equipment: if you do not have the specialization necessary for an exotic object (weapon, ship, whatever), you take a -10 (or larger) penalty to use it. So if I use a monowire garrote, it uses the blades skill but takes a -10 penalty unless I have the specialization (a specialization with an exotic weapon effectively gives you +20 when using that weapon).
The only other thing about skills I would want to change is the limitation to only one specialization for any skill. It doesn't really make sense, and seems to be a holdover to other games (like exotic skills). I think they should just make it so that specializations don't stack, and allow you to take as many of them as you want.
—
Transhumans will one day be the Luddites of the posthuman age.
[url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]
Tue, 2012-08-07 10:55
#19
I like where you're going on
I like where you're going on specializations, especially when you've effectively destroyed the concept of death in EP. A person literally could specialize in several areas of even a science, let alone active skills like blades and guns, given enough time. I think I'll houserule that. And of course you need not worry about specializations stacking because the modifier is only attached to the specialization, not the skill as a whole.
—
"And yet, across the gulf of space, minds immeasurably superior to ours regarded this Earth with envious eyes. And slowly, and surely, they drew their plans against us."
Tue, 2012-08-07 16:17
#20
Prophet710 wrote:I like where
Exactly. If I want to portray a character that dual wields two specific handguns, it would only make sense that he could specialize in those two handguns… even if they both use the same skill. The same is true for all specializations really; why couldn't a martial artist specialize in a multitude of martial arts, or an async specialize in a multitude of sleights?
—
Transhumans will one day be the Luddites of the posthuman age.
[url=http://bit.ly/2p3wk7c]Help me get my gaming fix, if you want.[/url]