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Spycraft 2.0 Skills
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<blockquote data-quote="AscentStudios" data-source="post: 2487118" data-attributes="member: 11548"><p>We definately targetted the skill system at hard coding for the players and GCs out there that need it - with the full expectation that many veteran GCs would simply use the skills the way they want to <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Codifying the skills strictly into checks was important for a few reasons: </p><p></p><p>1) to make sure you could do everything you could do in 1st ed (where checks were scattered across 10-15 books).</p><p>2) to balance skills against each other so there are no "dump" skills, as there were in 1st edition (Use Rope, Listen or Innuendo, anyone?).</p><p>3) to give folks new to this edition an idea of exactly *what* they can do with a skill, and mechanics for how each activity works.</p><p>4) to create a clear, definitive reference for GCs and players in the Living Spycraft campaign to keep the campaign tidier and more satisfying for everyone. </p><p></p><p>The nice thing even for loosy-goosy GCs is that if you do run into a situation where you don't know how to mechanically resolve a check or situation, you now can flip to the skill section and find something that works, rather than having to think up something on the fly. We're hoping this - and all the other mechanical bits presented - helps make 2.0 a handbook for the "license to improvise" mentioned on the back cover <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="AscentStudios, post: 2487118, member: 11548"] We definately targetted the skill system at hard coding for the players and GCs out there that need it - with the full expectation that many veteran GCs would simply use the skills the way they want to :) Codifying the skills strictly into checks was important for a few reasons: 1) to make sure you could do everything you could do in 1st ed (where checks were scattered across 10-15 books). 2) to balance skills against each other so there are no "dump" skills, as there were in 1st edition (Use Rope, Listen or Innuendo, anyone?). 3) to give folks new to this edition an idea of exactly *what* they can do with a skill, and mechanics for how each activity works. 4) to create a clear, definitive reference for GCs and players in the Living Spycraft campaign to keep the campaign tidier and more satisfying for everyone. The nice thing even for loosy-goosy GCs is that if you do run into a situation where you don't know how to mechanically resolve a check or situation, you now can flip to the skill section and find something that works, rather than having to think up something on the fly. We're hoping this - and all the other mechanical bits presented - helps make 2.0 a handbook for the "license to improvise" mentioned on the back cover :) [/QUOTE]
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