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<blockquote data-quote="doctorbadwolf" data-source="post: 8318105" data-attributes="member: 6704184"><p>That would match the goals, actually. I’m considering a trait that you could take when you’ve reach max ranks, that makes it so you never get a total failure with that skill, and any dice pool penalty for a check with that skill is reduced by 1. </p><p> </p><p>Basically, you’ll still see some mixed results sometimes with that one skill, but you’ll never flub, and your mixed results will usually be mixed success. </p><p> </p><p>I imagine 6 ranks is basically “you always win” anyway, so 5 ranks might be the max. </p><p> </p><p>Hmm. The original model for skills was : </p><p style="margin-left: 20px"></p> <p style="margin-left: 20px"><strong>Skill: </strong> </p> <p style="margin-left: 40px">Specialty:</p> <p style="margin-left: 40px">Specialty: </p> <p style="margin-left: 40px">Specialty: </p><p></p><p>when you make your character you get some skills from origin, some from archetype, and a few freely chosen. </p><p>For each skill rank you also get one specialty rank.</p><p></p><p> When you make a check, you usually do so with a specialty, which means you add your skill and specialty ranks together. This effectively means that a skill rank is a rank in each specialty of that skill. When I reference total rank, it is skill+spec. </p><p> </p><p>Generally as you advance, you only gain specialty ranks, unless you train in a new skill, or spend significant resources and/or time on training with the skill. Also for ease of bookkeeping, if you have ranks in all 3 specialties you can convert them to 1 skill rank. Mastery is having 5 ranks in a specialty, with probably a benefit somewhere for having mastery in an entire skill. </p><p> </p><p>But basically this is the only complicated thing in the game, and it’s not as complex as it sounds. PCs don’t really get more health or do more damage as they advance, they just get better at skills, gain new traits, and slowly gain more attribute points to spend on special abilities and on upgrading a check up the success ladder. </p><p> </p><p>Spending all your AP in any attribute has a risk of Trauma, and you only regain a little when you rest, unless you take at least several days in a safe place. </p><p> </p><p> Just in case any of that is helpful or interesting. Tbh explaining it helps me order it all in my head before writing the next draft.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8318105, member: 6704184"] That would match the goals, actually. I’m considering a trait that you could take when you’ve reach max ranks, that makes it so you never get a total failure with that skill, and any dice pool penalty for a check with that skill is reduced by 1. Basically, you’ll still see some mixed results sometimes with that one skill, but you’ll never flub, and your mixed results will usually be mixed success. I imagine 6 ranks is basically “you always win” anyway, so 5 ranks might be the max. Hmm. The original model for skills was : [INDENT] [B]Skill: [/B] [/INDENT] [INDENT=2]Specialty:[/INDENT] [INDENT=2]Specialty: [/INDENT] [INDENT=2]Specialty: [/INDENT] when you make your character you get some skills from origin, some from archetype, and a few freely chosen. For each skill rank you also get one specialty rank. When you make a check, you usually do so with a specialty, which means you add your skill and specialty ranks together. This effectively means that a skill rank is a rank in each specialty of that skill. When I reference total rank, it is skill+spec. Generally as you advance, you only gain specialty ranks, unless you train in a new skill, or spend significant resources and/or time on training with the skill. Also for ease of bookkeeping, if you have ranks in all 3 specialties you can convert them to 1 skill rank. Mastery is having 5 ranks in a specialty, with probably a benefit somewhere for having mastery in an entire skill. But basically this is the only complicated thing in the game, and it’s not as complex as it sounds. PCs don’t really get more health or do more damage as they advance, they just get better at skills, gain new traits, and slowly gain more attribute points to spend on special abilities and on upgrading a check up the success ladder. Spending all your AP in any attribute has a risk of Trauma, and you only regain a little when you rest, unless you take at least several days in a safe place. Just in case any of that is helpful or interesting. Tbh explaining it helps me order it all in my head before writing the next draft. [/QUOTE]
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