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[GRIM TALES] creating skill groups
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<blockquote data-quote="GlassJaw" data-source="post: 3773834" data-attributes="member: 22103"><p>That's kind of how Shadowrun works actually. It's changed slightly through the editions but the basic idea is that there is a skill tree linking the skills. If you want to do something that you don't have any "ranks" in, you can use a skill you do have but each "step" on the tree you move away from your base skill reduces the dice you can roll. </p><p></p><p>Something like that. You get the idea. It's a pretty cool system but it might fall under the "more work than I want to deal with" category for this exercise.</p><p></p><p>For d20, you could arrange the skills into groups and if you have ranks in a skill, you can treat the other skills in the group as if you had half the number of ranks. It might work but my gut tells me there would be some wonky consequences with certain skills.</p><p></p><p></p><p></p><p>Noted. Good observation. </p><p></p><p>If I did use this system, I would probably limit the number of skill groups that can be purchased - I was thinking 2 for each character. Given the breakdown of the groups, I think each character would at least "purchase" one group. My idea was the groups represented the character's specialization.</p><p></p><p>I could assign specific groups to each class but I'd rather avoid that. The openness of GT chargen is its strength and I don't want to take away from that. I could allow each player to "build" their own skill groups of related skills (if they can justify their character concept). It could even be part of their background/origin.</p><p></p><p>For example, using the skill list above, you could arrange Balance and Perform into a group called Circus Performer. </p><p></p><p>Actually, that's probably what I'll do. I'll use the above as examples but also let the players create their own. I'll probably limit each group to 2 skills, however, and let them create 2 skill groups per character.</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 3773834, member: 22103"] That's kind of how Shadowrun works actually. It's changed slightly through the editions but the basic idea is that there is a skill tree linking the skills. If you want to do something that you don't have any "ranks" in, you can use a skill you do have but each "step" on the tree you move away from your base skill reduces the dice you can roll. Something like that. You get the idea. It's a pretty cool system but it might fall under the "more work than I want to deal with" category for this exercise. For d20, you could arrange the skills into groups and if you have ranks in a skill, you can treat the other skills in the group as if you had half the number of ranks. It might work but my gut tells me there would be some wonky consequences with certain skills. Noted. Good observation. If I did use this system, I would probably limit the number of skill groups that can be purchased - I was thinking 2 for each character. Given the breakdown of the groups, I think each character would at least "purchase" one group. My idea was the groups represented the character's specialization. I could assign specific groups to each class but I'd rather avoid that. The openness of GT chargen is its strength and I don't want to take away from that. I could allow each player to "build" their own skill groups of related skills (if they can justify their character concept). It could even be part of their background/origin. For example, using the skill list above, you could arrange Balance and Perform into a group called Circus Performer. Actually, that's probably what I'll do. I'll use the above as examples but also let the players create their own. I'll probably limit each group to 2 skills, however, and let them create 2 skill groups per character. [/QUOTE]
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