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<blockquote data-quote="Michael Morris" data-source="post: 6201968" data-attributes="member: 87"><p>Not all skills are created equal. In skill based systems there are skills which are important enough to be adventure defining - often the combat skills. Savage Worlds has three of these: fighting, throwing, shooting. Beyond that are skills everyone usually finds useful, like notice, then on the opposite end of the spectrum things like gambling or your example, basket weaving.</p><p></p><p>I've been debating on how best to work with this disparity. This is what I have.</p><p></p><p>You have skills, traits, edges abilities and tiers. </p><p></p><p>We know the six abilities - Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma. They are worth 5 points each</p><p></p><p>Skills cost one character point. Each session you get one character point. The cost to advance a skill never changes because the nature of the game system creates a diminishing returns paradigm. Your first point gives you an average +2.5 bonus to the skill (d4) and stretches your max to 24. Your next four points only add 1 point to the average when they are applied. When you go from d12 to d12/d4 you get even less bang for your buck. You can sink as many points as you want, but past 2d12 you gain very, very little for your effort. That said, if you have 2d12 skill in something (10 points of training) your ability score for the skill is mostly irrelevant to you. You've trained past your inherent limitation for that skill.</p><p></p><p>Edges cost 1 to 4 points depending on what they do. Most cost 2 points. An edge lets you break the rules in a small way, or may give you dice on certain rolls. The attractive edge gives you a die for your attractiveness you can add to charisma rolls. It starts at a d4 and can be advanced by purchasing the edge again.</p><p></p><p>Traits cost 3 points but have a special restriction. When you make a character, you choose your signature trait and that trait starts at d6 for free. All other traits you buy must be one die lower than the signature trait. </p><p></p><p>Tiers occur at 10 character point intervals. Once a character gains their 11th character point their tier advances (it advances again at the 21st, 31st and so on points). When your tier goes up your signature trait goes up and you either gain an ability score raise or 5 character points. If you choose the later these 5 points do NOT count towards the next time you gain a tier raise.</p><p></p><p>You gain a character point each session, so your character points are more or less a count of sessions played. The GM can choose to award fractional points or multiple points for different advancement rates. A fighter must be played 30 sessions to reach a d12 attack die.</p><p></p><p></p><p></p><p>Static modifiers won't be used.</p></blockquote><p></p>
[QUOTE="Michael Morris, post: 6201968, member: 87"] Not all skills are created equal. In skill based systems there are skills which are important enough to be adventure defining - often the combat skills. Savage Worlds has three of these: fighting, throwing, shooting. Beyond that are skills everyone usually finds useful, like notice, then on the opposite end of the spectrum things like gambling or your example, basket weaving. I've been debating on how best to work with this disparity. This is what I have. You have skills, traits, edges abilities and tiers. We know the six abilities - Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma. They are worth 5 points each Skills cost one character point. Each session you get one character point. The cost to advance a skill never changes because the nature of the game system creates a diminishing returns paradigm. Your first point gives you an average +2.5 bonus to the skill (d4) and stretches your max to 24. Your next four points only add 1 point to the average when they are applied. When you go from d12 to d12/d4 you get even less bang for your buck. You can sink as many points as you want, but past 2d12 you gain very, very little for your effort. That said, if you have 2d12 skill in something (10 points of training) your ability score for the skill is mostly irrelevant to you. You've trained past your inherent limitation for that skill. Edges cost 1 to 4 points depending on what they do. Most cost 2 points. An edge lets you break the rules in a small way, or may give you dice on certain rolls. The attractive edge gives you a die for your attractiveness you can add to charisma rolls. It starts at a d4 and can be advanced by purchasing the edge again. Traits cost 3 points but have a special restriction. When you make a character, you choose your signature trait and that trait starts at d6 for free. All other traits you buy must be one die lower than the signature trait. Tiers occur at 10 character point intervals. Once a character gains their 11th character point their tier advances (it advances again at the 21st, 31st and so on points). When your tier goes up your signature trait goes up and you either gain an ability score raise or 5 character points. If you choose the later these 5 points do NOT count towards the next time you gain a tier raise. You gain a character point each session, so your character points are more or less a count of sessions played. The GM can choose to award fractional points or multiple points for different advancement rates. A fighter must be played 30 sessions to reach a d12 attack die. Static modifiers won't be used. [/QUOTE]
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