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<blockquote data-quote="Staffan" data-source="post: 9401319" data-attributes="member: 907"><p>Yeah, specialization is generally not an issue in BRP-derived games. My main issues with most BRP-style games are not exactly issues inherent to the system, but they <strong>are</strong> common among them: excessive number of skills, and lack of support for binary abilities (and sometimes having to twist the system into pretzels to accommodate something along those lines, like how Martial Arts in Call sometimes lets you do more unarmed damage). For example, the version of Call of Cthulhu I've played most has about 50 skills (actually infinite skills, since each Art, Craft, Language, Pilot, and melee weapon is a separate skill, but I'm counting each of those categories as one). It might be "realistic" to have Conceal, Hide, and Sneak as separate skills, or Bargain, Fast Talk, and Persuade, but it means that if you want to be good in a field you probably need to pump points into three or so skills.</p><p></p><p>I think the Troubleshooters has a more player-friendly approach to skills. There's a list about 30 long, and that includes things that in other games are characteristics (Agility, Endurance, Strength, Charm, Willpower, Status). These also cover things that are other skills in many BRP games (e.g. Agility dealing with jumping and climbing, and Charm or Status managing many social skills). Default values are 15% across the board, and a starting PC has five good skills (65 to 75%) and six so-so (45%), so fairly broad competence. In addition, you have Abilities which are sort of like D&D/Pathfinder Feats in that you either have them or you don't. In many cases, they augment skills, such as Born Behind the Wheel which gives you various bonuses when driving. They can also provide narrative benefits, such as Good Reputation getting someone to introduce you and put in a good word for you and sometimes even getting out of trouble, or other mechanical benefits like Mean Left Hook increasing unarmed damage. Many have a mix of benefits, such as Police Badge which lets you (a) use Red Tape instead of Contacts to get in touch with cops, (b) get a bonus to social interactions in your jurisdiction if you show your badge, (c) get a different kind of bonus to Red Tape or Investigation checks, or (d) commandeer a civilian vehicle to chase after criminals.</p></blockquote><p></p>
[QUOTE="Staffan, post: 9401319, member: 907"] Yeah, specialization is generally not an issue in BRP-derived games. My main issues with most BRP-style games are not exactly issues inherent to the system, but they [B]are[/B] common among them: excessive number of skills, and lack of support for binary abilities (and sometimes having to twist the system into pretzels to accommodate something along those lines, like how Martial Arts in Call sometimes lets you do more unarmed damage). For example, the version of Call of Cthulhu I've played most has about 50 skills (actually infinite skills, since each Art, Craft, Language, Pilot, and melee weapon is a separate skill, but I'm counting each of those categories as one). It might be "realistic" to have Conceal, Hide, and Sneak as separate skills, or Bargain, Fast Talk, and Persuade, but it means that if you want to be good in a field you probably need to pump points into three or so skills. I think the Troubleshooters has a more player-friendly approach to skills. There's a list about 30 long, and that includes things that in other games are characteristics (Agility, Endurance, Strength, Charm, Willpower, Status). These also cover things that are other skills in many BRP games (e.g. Agility dealing with jumping and climbing, and Charm or Status managing many social skills). Default values are 15% across the board, and a starting PC has five good skills (65 to 75%) and six so-so (45%), so fairly broad competence. In addition, you have Abilities which are sort of like D&D/Pathfinder Feats in that you either have them or you don't. In many cases, they augment skills, such as Born Behind the Wheel which gives you various bonuses when driving. They can also provide narrative benefits, such as Good Reputation getting someone to introduce you and put in a good word for you and sometimes even getting out of trouble, or other mechanical benefits like Mean Left Hook increasing unarmed damage. Many have a mix of benefits, such as Police Badge which lets you (a) use Red Tape instead of Contacts to get in touch with cops, (b) get a bonus to social interactions in your jurisdiction if you show your badge, (c) get a different kind of bonus to Red Tape or Investigation checks, or (d) commandeer a civilian vehicle to chase after criminals. [/QUOTE]
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