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General Tabletop Discussion
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Skill choices and character creation?
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<blockquote data-quote="ruy343" data-source="post: 7805686" data-attributes="member: 6897006"><p>I've taken the skills lists under each class to be "suggestions", rather than hard and fast. You're right: a gangster having proficiency with knives makes just as much sense as proficiency with pistols, and my interpretation of the minimalist response above is that Morrus and I are in agreement. That said, I also enjoy how my characters end up with some more eclectic skills during creation by following those guidelines, making the character more lifelike (because although combat skills are super important and flashy, very few people have spent their lives only doing that).</p><p></p><p>The Armor skills are outdated, and are no longer to be used, even though they still crop up throughout the books. Armor has instead been implemented as a static soak value, and any character can use it, though strength may be required to wear heavier armors without penalty.</p><p></p><p>The Hardy skill is difficult to find, yeah. At my table, I count it as a defensive skill, and allow players to pick it up whenever they could get a defensive skill, but that's up to your GM.</p><p></p><p>Regarding your first questions: I am pretty sure that you can only take one rank in a given skill per grade (origin or career) that you acquire (aside from specialized training, which you can spend XP for). It should say that in the section about skills you acquire per grade (I'm at work, and can't give you a page number).</p><p></p><p>However, since it's so easy to acquire skills in exchange for XP, you ought to be able to get the higher skill rank that you want after a few sessions, even if you don't have it right off the bat.</p></blockquote><p></p>
[QUOTE="ruy343, post: 7805686, member: 6897006"] I've taken the skills lists under each class to be "suggestions", rather than hard and fast. You're right: a gangster having proficiency with knives makes just as much sense as proficiency with pistols, and my interpretation of the minimalist response above is that Morrus and I are in agreement. That said, I also enjoy how my characters end up with some more eclectic skills during creation by following those guidelines, making the character more lifelike (because although combat skills are super important and flashy, very few people have spent their lives only doing that). The Armor skills are outdated, and are no longer to be used, even though they still crop up throughout the books. Armor has instead been implemented as a static soak value, and any character can use it, though strength may be required to wear heavier armors without penalty. The Hardy skill is difficult to find, yeah. At my table, I count it as a defensive skill, and allow players to pick it up whenever they could get a defensive skill, but that's up to your GM. Regarding your first questions: I am pretty sure that you can only take one rank in a given skill per grade (origin or career) that you acquire (aside from specialized training, which you can spend XP for). It should say that in the section about skills you acquire per grade (I'm at work, and can't give you a page number). However, since it's so easy to acquire skills in exchange for XP, you ought to be able to get the higher skill rank that you want after a few sessions, even if you don't have it right off the bat. [/QUOTE]
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