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M&M: Bad First Session/All Or None
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<blockquote data-quote="swrushing" data-source="post: 1757204" data-attributes="member: 14140"><p>My experience with MnM skills is that 1-1 works fine for its intended use... its the cheap way to get good at one skill or at a couple of unrelated skills. My guys bought plenty of skills that way.</p><p></p><p>MnM has other ways to buy skills, designed to produce different costs for different options.</p><p></p><p>1. feats that give bonuses to limited numbers of related skills.</p><p>2. feats that give bonuses, but not ranks, to a single skill. (ranks vs bonus matters for drains and for prereqs, for instance.)</p><p>3. super-atts (or normal atts) for people who are "smart" or "wise" and thus see benefit in a larger array of "similar" things, like most comic book scientists are super-smart, knowing lots of things about an incredibly broad range of sciences and such.</p><p></p><p>The intent within the design is for you to use the one that best suits the character. Its not broken that super-int+5 gives you +5 to any int skill check for 10 pp while physics+5 costs 5 pp, thats the intent. Cheaper for one but not going to charge the arm-n-leg for broader knowledge.</p><p></p><p>Now, in actuality there is another way, for those who want something a little broader but not so sweeping...</p><p></p><p>buy super-skill+5 for 5 pp and then buy secondary effects (power stunts) for 2 pp to give it "other skills." So for example, if i only wanted to be good at chemistry & physics, i could buy Super-skill chemistry +5 with stunt of physics for 2 pp more, paying 7 pp (2 more than +5 chemistry and 3 less than +5 with all int skills.)</p><p></p><p>The system provides multiple ways to buy skills, each with their own plusses and minuses. Other games handle some of this stuff with "skill levels" which can be bought to apply to multiple skills yet are cheaper than raising all those skills individually or with "skill enhancers" which lower the cost of a set of related skills, or (in the case of the nWoD) with very broad skills that let the character concept limit their scope.</p><p></p><p>IMO as the various mechanics play out, as long as it makes the following happen: single ckills are cheapest, several closely related skills is next cheapest, and bunch of unrelated skills is most expensive... then thats doing Ok and as much as I need the accounting system to handle.</p></blockquote><p></p>
[QUOTE="swrushing, post: 1757204, member: 14140"] My experience with MnM skills is that 1-1 works fine for its intended use... its the cheap way to get good at one skill or at a couple of unrelated skills. My guys bought plenty of skills that way. MnM has other ways to buy skills, designed to produce different costs for different options. 1. feats that give bonuses to limited numbers of related skills. 2. feats that give bonuses, but not ranks, to a single skill. (ranks vs bonus matters for drains and for prereqs, for instance.) 3. super-atts (or normal atts) for people who are "smart" or "wise" and thus see benefit in a larger array of "similar" things, like most comic book scientists are super-smart, knowing lots of things about an incredibly broad range of sciences and such. The intent within the design is for you to use the one that best suits the character. Its not broken that super-int+5 gives you +5 to any int skill check for 10 pp while physics+5 costs 5 pp, thats the intent. Cheaper for one but not going to charge the arm-n-leg for broader knowledge. Now, in actuality there is another way, for those who want something a little broader but not so sweeping... buy super-skill+5 for 5 pp and then buy secondary effects (power stunts) for 2 pp to give it "other skills." So for example, if i only wanted to be good at chemistry & physics, i could buy Super-skill chemistry +5 with stunt of physics for 2 pp more, paying 7 pp (2 more than +5 chemistry and 3 less than +5 with all int skills.) The system provides multiple ways to buy skills, each with their own plusses and minuses. Other games handle some of this stuff with "skill levels" which can be bought to apply to multiple skills yet are cheaper than raising all those skills individually or with "skill enhancers" which lower the cost of a set of related skills, or (in the case of the nWoD) with very broad skills that let the character concept limit their scope. IMO as the various mechanics play out, as long as it makes the following happen: single ckills are cheapest, several closely related skills is next cheapest, and bunch of unrelated skills is most expensive... then thats doing Ok and as much as I need the accounting system to handle. [/QUOTE]
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