[WOIN] Skill descriptions
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  1. #1

    [WOIN] Skill descriptions

    Is there a glossary of skills out there? I mean, what is meant (or covered) by the skills as listed in the book. Example: What does Engineering cover? I've seen it mentioned as: Disabling a trap; Repairing a musket; Fixing a car; Modifying a device; Repairing an engine; Electrical Engineering; and Mechanical Engineering... and probably even Civil Engineering!

    I guess it's fairly self-evident for most of the skills, but some are a bit obscure. Example, my group asked me what Reactions was? I know if impacts Initiative, but what is it? How about Resistance? Or Concentration?

    Also, some skills - like Engineering - are very broad in their scope but others - like Acrobatics - are narrow.

  2. #2

    A "Drizzit" Type-Thing (Lvl 28)

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    It's keyword-based. The GM decides whether a skill applies to any given situation. I tend to treat engineering, electronics, robotics, and computers as separate subjects, for example.

    So they don't have definitions; or rather, they do, but that definition is simply the common usage of the word. If a player takes concentration, it's up to them to decide when to use it and the GM to agree.

    Some - like concentration - are listed as defensive skills.

  3. #3
    Quote Originally Posted by Morrus View Post
    It's keyword-based. The GM decides whether a skill applies to any given situation. I tend to treat engineering, electronics, robotics, and computers as separate subjects, for example.
    Okay, I understand (and like) that, but some of the "keywords" are a little... slippery / fluffy. I get engineering, electronics, robotics as these are clear and understandable, but (per my post), Reactions and Resistance are not. I don't want to make this too rigid - as this is one of the system's strengths IMHO - but some of these skills need a little write-up / description / example of play for players (and GMs) to use as a basis for play. I think this is especially true for gamers that are coming from more 'rigid' systems (like D&D, Traveller, Star Wars, etc.) that have these things clearly defined.

  4. #4

    A "Drizzit" Type-Thing (Lvl 28)

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    Those particular two are mainly used for derived stats. Reactions for initiative, resistance for VITAL DEFENSE.

  5. #5
    Quote Originally Posted by Morrus View Post
    Those particular two are mainly used for derived stats. Reactions for initiative, resistance for VITAL DEFENSE.
    Yep - got those included in my Excel worksheet... So I guess this is also the case for: Foresight (M&RD), Meditiation - Bravery - Discipline - Conviction (MentalD), Fortitude - Resistance (VitalD), and Hardy (Health). In other words (and a little broad-brush, I know), these are "skills" that drive Derived Stats rather than game play?

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