DreadPirateMurphy
Explorer
Been reading through the Spycraft 2.0 book. There seems like a lot of things added that are meant to speed play -- I generally like the character creation changes. I'm a little iffy on how skills are implemented.
They do away with attribute checks, separate skill rank limits for cross-class skills, and individual language skills. Fine, the rules are streamlined some. They then replace the auto-succeed/fail on 20/1 with a threat/error mechanic that can have different meanings in different circumstances. They also move to aggregate skills that have different skill checks with circumstance-specific mechanics (some cannot have a critical failure, some are complex checks, etc.). Some of the aggregates aren't so well differentiated. For example, I can't remember which skill checks belong in Acrobatics vs. Athletics off the top of my head.
I haven't used it in actual play, but on the surface it seems like the skill system is more complex, not less. Am I the only one who has gotten this impression? I generally like the 2.0 changes, but the skills seem a little daunting.
They do away with attribute checks, separate skill rank limits for cross-class skills, and individual language skills. Fine, the rules are streamlined some. They then replace the auto-succeed/fail on 20/1 with a threat/error mechanic that can have different meanings in different circumstances. They also move to aggregate skills that have different skill checks with circumstance-specific mechanics (some cannot have a critical failure, some are complex checks, etc.). Some of the aggregates aren't so well differentiated. For example, I can't remember which skill checks belong in Acrobatics vs. Athletics off the top of my head.
I haven't used it in actual play, but on the surface it seems like the skill system is more complex, not less. Am I the only one who has gotten this impression? I generally like the 2.0 changes, but the skills seem a little daunting.