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Alternatives to Lifepath?
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<blockquote data-quote="Suskeyhose" data-source="post: 9063557" data-attributes="member: 6840540"><p>It seems like a really strange ask to get rid of lifepaths. They're not really that tied to the core setting and can be easily adapted to star wars, and if you like i'd recommend instead going through and simply noting down which careers don't seem to fit, and then maybe note down some things you feel are missing.</p><p></p><p>Making new careers isn't very hard following the instructions in the book, so you could add any careers that you feel are missing and your group shows interest in.</p><p></p><p>I also think that careers aren't inherently tied to the breadth of skills in the game, if you want there to be fewer skills you could, as morrus said, just make each category a skill, then perhaps make each career grade only give 1 skill point.</p><p></p><p>That said, I'm curious what the issue is with the large number of skills since as a gm you don't have to keep track of them all. You really only have to keep a few special ones in mind like perception and chemistry or alchemy, because the intended game flow is that the gm almost never calls for a specific skill roll. Instead you call an attribute roll, and it's the player's responsibility to ask if one of their skills applies to this particular roll, and you can say yes, no, or partially which grants at most 1d6.</p><p></p><p>Sorry if this reply feels a little combative but i'm just curious about the motivation here.</p></blockquote><p></p>
[QUOTE="Suskeyhose, post: 9063557, member: 6840540"] It seems like a really strange ask to get rid of lifepaths. They're not really that tied to the core setting and can be easily adapted to star wars, and if you like i'd recommend instead going through and simply noting down which careers don't seem to fit, and then maybe note down some things you feel are missing. Making new careers isn't very hard following the instructions in the book, so you could add any careers that you feel are missing and your group shows interest in. I also think that careers aren't inherently tied to the breadth of skills in the game, if you want there to be fewer skills you could, as morrus said, just make each category a skill, then perhaps make each career grade only give 1 skill point. That said, I'm curious what the issue is with the large number of skills since as a gm you don't have to keep track of them all. You really only have to keep a few special ones in mind like perception and chemistry or alchemy, because the intended game flow is that the gm almost never calls for a specific skill roll. Instead you call an attribute roll, and it's the player's responsibility to ask if one of their skills applies to this particular roll, and you can say yes, no, or partially which grants at most 1d6. Sorry if this reply feels a little combative but i'm just curious about the motivation here. [/QUOTE]
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