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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The "We Can't Roleplay" in 4E Argument
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<blockquote data-quote="Greg K" data-source="post: 5579395" data-attributes="member: 5038"><p>True. Stealth is the one skill that I dislike in Savage Worlds (besides Gambling which, in my opinion, is unnecessary-much like use rope in d20). I find the skill too broad for my tastes. I have a similar problem with Covert in Cortex and Crime in Cinematic Unisystem (actually, I pretty much find all of Cine Unisystem's skills to be too broad for my taste) </p><p></p><p>In my own games, I break Stealth down into Stealth (Hide and Move Silent) and Sleight of Hand (legerdemain).</p><p></p><p></p><p></p><p>Actually, the general rule of thumb is every other session not twice a session. The GM is also encouraged to </p><p>a) change the skill list based upon the campaign they are running and </p><p>b) provide a bonus if the character narrows down a Knowledge Specialty if you are using broad skills (I believe the example was Knowledge: Science and giving the character a +2 bonus if they decide to narrow it to Biology)</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>Yet they do add new skills based on the setting. The GM is encouraged to change the skills based on the setting. The way it is done</p><p>A. Rename an existing skill? Example, in the book, in a high tech game , Lockpicking becomes Security Systems with the default stat changed</p><p></p><p>B. Introduce a knowledge skill:</p><p>Want computer hacking? You bring in Knowledge:Computers.</p><p>Want a character that is good with Electronics? Knowledge: Electronics</p><p></p><p>C. when those fail, they simply a brand new skill. Perform is mentioned in the book. They have also added a few for specific settings.</p><p></p><p>Regarding the skills, a seasoned or Legendary character can still suck in a skill if they don't have a decent skill die or any die in the skill (default d4-2 and that -2 applies to your explodes). You may have bennies and exploding die, but that novice with a d6 or d8 is going to better. So, no, it is not the same as with 4e.</p></blockquote><p></p>
[QUOTE="Greg K, post: 5579395, member: 5038"] True. Stealth is the one skill that I dislike in Savage Worlds (besides Gambling which, in my opinion, is unnecessary-much like use rope in d20). I find the skill too broad for my tastes. I have a similar problem with Covert in Cortex and Crime in Cinematic Unisystem (actually, I pretty much find all of Cine Unisystem's skills to be too broad for my taste) In my own games, I break Stealth down into Stealth (Hide and Move Silent) and Sleight of Hand (legerdemain). Actually, the general rule of thumb is every other session not twice a session. The GM is also encouraged to a) change the skill list based upon the campaign they are running and b) provide a bonus if the character narrows down a Knowledge Specialty if you are using broad skills (I believe the example was Knowledge: Science and giving the character a +2 bonus if they decide to narrow it to Biology) Yet they do add new skills based on the setting. The GM is encouraged to change the skills based on the setting. The way it is done A. Rename an existing skill? Example, in the book, in a high tech game , Lockpicking becomes Security Systems with the default stat changed B. Introduce a knowledge skill: Want computer hacking? You bring in Knowledge:Computers. Want a character that is good with Electronics? Knowledge: Electronics C. when those fail, they simply a brand new skill. Perform is mentioned in the book. They have also added a few for specific settings. Regarding the skills, a seasoned or Legendary character can still suck in a skill if they don't have a decent skill die or any die in the skill (default d4-2 and that -2 applies to your explodes). You may have bennies and exploding die, but that novice with a d6 or d8 is going to better. So, no, it is not the same as with 4e. [/QUOTE]
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