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<blockquote data-quote="dirklancer" data-source="post: 5407464" data-attributes="member: 61013"><p>Yeah, I agree that the generalized skill system works best for some genres. It really depends on what flavor you are going for. Personally I prefer the more cinematic feel of the generalized skills, in which your Scientist just has Science (or Science! if you are a fan of GURPS) where he or she knows just about everything science related. Some groups might want to know what each of his PhD's are, but for me that just bogs down play. I would stick with the simpler generalized list, but that is what I am trying to work out. What skills should stay, what need to be added, and what needs to go. Dungeoneering is one that needs to go, and some aspects of it could be easily covered by a Mechanics skill and Thievery. The vehicle operation question is the one I am debating the most. Part of me thinks a Vehicle Operation skill is needed for Modern, but the other part of me wants to just simplify things.</p><p>As for the crunchy bits, I think the direction I am taking right now is still 20 levels, one Core and 1 Career at creation. At level 6 and 16 you can decide to stick with your current career or switch to a new one. At level 11 you can decide to stay with your Core class or pick a new one. If you stick with it, you get more benefits with your Core/Class abilities but you are far more focused. If you switch your Core or Class, you get more versatility at the cost of the slight power increase of the focused character. What do you think of that idea?</p><p>Also going back to what Mustrum Ridcully talked about, maybe work different roles into each career. My current advancement scheme has characters gaining 4 Basic (At-Will), 4 Utility, and 4 Expert (Encounter) powers from their Career. I was thinking having some of the powers available correspond to different character roles, so you have the option about what role in combat your character takes. So your Con Artist might have one power that tricks another character into fighting for him, and another that impairs a whole group of enemies. So you could focus on one specific role over your development or have a couple elements of each. Thoughts?</p></blockquote><p></p>
[QUOTE="dirklancer, post: 5407464, member: 61013"] Yeah, I agree that the generalized skill system works best for some genres. It really depends on what flavor you are going for. Personally I prefer the more cinematic feel of the generalized skills, in which your Scientist just has Science (or Science! if you are a fan of GURPS) where he or she knows just about everything science related. Some groups might want to know what each of his PhD's are, but for me that just bogs down play. I would stick with the simpler generalized list, but that is what I am trying to work out. What skills should stay, what need to be added, and what needs to go. Dungeoneering is one that needs to go, and some aspects of it could be easily covered by a Mechanics skill and Thievery. The vehicle operation question is the one I am debating the most. Part of me thinks a Vehicle Operation skill is needed for Modern, but the other part of me wants to just simplify things. As for the crunchy bits, I think the direction I am taking right now is still 20 levels, one Core and 1 Career at creation. At level 6 and 16 you can decide to stick with your current career or switch to a new one. At level 11 you can decide to stay with your Core class or pick a new one. If you stick with it, you get more benefits with your Core/Class abilities but you are far more focused. If you switch your Core or Class, you get more versatility at the cost of the slight power increase of the focused character. What do you think of that idea? Also going back to what Mustrum Ridcully talked about, maybe work different roles into each career. My current advancement scheme has characters gaining 4 Basic (At-Will), 4 Utility, and 4 Expert (Encounter) powers from their Career. I was thinking having some of the powers available correspond to different character roles, so you have the option about what role in combat your character takes. So your Con Artist might have one power that tricks another character into fighting for him, and another that impairs a whole group of enemies. So you could focus on one specific role over your development or have a couple elements of each. Thoughts? [/QUOTE]
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