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[GRIM TALES] creating skill groups
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<blockquote data-quote="Fenris" data-source="post: 3773416" data-attributes="member: 2820"><p>Glassjaw,</p><p>I think the idea is great. One of the things I love about GT is that I can make a tough hero that has diplomacy or disable device. And I think the system you have will work. But I see little down side to this system. There isn't much of a trade off. You "pay" 2 core skills to get 3? And I assume that you only use one skill point ad you get three. Usually my characters have far more core skills than skill points so consolidating the core skills does have this effect, as long as you keep your skills in tight groups. One consequence of your system is that the characters do get more ranks (training) in skills whereas you may have wanted more of a "well, I can do this thing, so I can figure out the other" Not sure which way you were going.</p><p></p><p>One thought for an alternative. Allow a character to "use" a skill they don't have but do have a related skill in the same group, but with a higher DC.</p><p></p><p>Bob is trying to climb a tree to escape the brain-hungry zombie army. Bob has the climb skill and needs to get a DC 15 to climb the tree.</p><p></p><p>Rob is also trying to get away from the zombies. But Rob doesn't have any ranks in Climb. He can make a climb check against the DC 15 with 0 ranks, or Rob can try to use his Jump skill since it's in the same skill group of Athletics. But using Jump requires a DC 20 (or 25 or whatever) to do so.</p><p></p><p>Just a different mechanic to think about. Your system does what you want it to, it provides more skill points to the character. But I think it might unduly penalize characters who like to have a braod array of skills. Characters who want all three athlectics skills benefit. Those who want Diplomacy, Jump, Survival, Decipher Script, Balance, Spot, Perform and Search really don't gain anything from the system. So that kind of a character who doesn't have tight groups of skills may not be as effective.</p></blockquote><p></p>
[QUOTE="Fenris, post: 3773416, member: 2820"] Glassjaw, I think the idea is great. One of the things I love about GT is that I can make a tough hero that has diplomacy or disable device. And I think the system you have will work. But I see little down side to this system. There isn't much of a trade off. You "pay" 2 core skills to get 3? And I assume that you only use one skill point ad you get three. Usually my characters have far more core skills than skill points so consolidating the core skills does have this effect, as long as you keep your skills in tight groups. One consequence of your system is that the characters do get more ranks (training) in skills whereas you may have wanted more of a "well, I can do this thing, so I can figure out the other" Not sure which way you were going. One thought for an alternative. Allow a character to "use" a skill they don't have but do have a related skill in the same group, but with a higher DC. Bob is trying to climb a tree to escape the brain-hungry zombie army. Bob has the climb skill and needs to get a DC 15 to climb the tree. Rob is also trying to get away from the zombies. But Rob doesn't have any ranks in Climb. He can make a climb check against the DC 15 with 0 ranks, or Rob can try to use his Jump skill since it's in the same skill group of Athletics. But using Jump requires a DC 20 (or 25 or whatever) to do so. Just a different mechanic to think about. Your system does what you want it to, it provides more skill points to the character. But I think it might unduly penalize characters who like to have a braod array of skills. Characters who want all three athlectics skills benefit. Those who want Diplomacy, Jump, Survival, Decipher Script, Balance, Spot, Perform and Search really don't gain anything from the system. So that kind of a character who doesn't have tight groups of skills may not be as effective. [/QUOTE]
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