danzig138
Explorer
Spend.Hjorimir said:Like Knowledge skills, the issue I have is that the character's experiences have no impact on their abilities.
The.
Skill.
Points.
Come on guys, how many times does it have to be said? If you want your Fighter to have some knowledgey bits, put some ranks in Knowledge skills. This isn't a hard concept. You want something for nothing and you shouldn't get it. Heck, I've been around cards all my freaking life, and I've even worked on them a few times with other people.
I don't know the first damn thing about how to fix them. I look at an engine , and I can tell you "Uhh, engine. Hit it." Equally, I've taken apart and tried to put back together more than a few electronic doodads. Hasn't worked. Simple and repeated exposure to some things doesn't necessarily provide any applicable skill. However, I can take my computer apart and do some interior work on it because I've taught myself, just like I taught myself HTML cause I wanted a web page as soon as I first got online.
Obviously, I have spent some points in Fiddle With Computer Guts and I Wanna Web Page and none in Fix StupidCarWhyWont'YouWork? or Unbreak Doodad.
The problem that I see isn't with the way skills advance - I really don't like the way they do in SWSA, but with the number of skill points. I really do think each class should have a couple more points. One of the house rules I"ve been using that I've been pleased with is giving each character a number of free skill points equal to his Intelligence score. My guys have been diversifying their skills a more than usual since I started using that rule.