[PnP] In game skill acquisition
Choinski, Burton
Burton.Choinski at matrixone.com
Thu Nov 4 13:57:56 CET 2004
Most non-combat skills have absolutely no effect at EL 0.
That's part of the reason I made up my "target-12" skill system that used
2d10 for resolution -- even at EL0 you had SOME chance. Personally, for
non-combat skills we used the LOWEST attribute in the formula, not the
highest (as stated in the books).
-----Original Message-----
From: David Hunt [mailto:dhunt at myriad.net]
Sent: Wednesday, November 03, 2004 10:30 PM
To: The Powers and Perils Mailing List
Subject: Re: [PnP] In game skill acquisition
Most non-combat skills have absolutely no effect at EL 0. When you use 0
in the formulas for what they do, it's nothing or a 0% chance of sucess,
etc. It's my thinking that if you pay the experise to actually learn the
skill, then you should actually be able to use the skill in some capacity
after paying that expertise. If someone wants to limit what skills start at
after the character generation, the Burton's idea is workable.
Choinski, Burton wrote:
I changed my formulas to use the LOWEST characteristic of the formula when
determining non-combat skill defaults.
One can also make the case that the "starting skill" benefit only applies at
character generation, not during play, so you start at 0 once learned.
-----Original Message-----
From: Alex Koponen [mailto:akoponen at mosquitonet.com
<mailto:akoponen at mosquitonet.com> ]
Sent: Tuesday, November 02, 2004 5:21 PM
To: pnp at abroere.xs4all.nl <mailto:pnp at abroere.xs4all.nl>
Subject: [PnP] In game skill acquisition
When a character, in game, acquires enough training and expertise to
learn a non-combat skill does the character:
Get EL0 in that skill ?
Get a starting level in that skill as implied under Rule 2.41 ?
I use the second but it does encounter the problem of a big jump in
effective skill when it is finally learned. To counter that problem one
can calculate what the starting level will be, figure out what
percentage of learning to the starting level has taken place and
calculate what the effective penalty is.
Seaman is an example of an Either/Or skill in many ways.
You either have it at EL0 or greater, in which case you don't have
combat penalties aboard moving ships OR you don't have it at EL0 or
better in which case you have a 50% penalty to your OCV, DCV and weapon
EL in combat aboard a moving ship.
This fails to provide for gradual increase in skill as one learns the
skill but has not yet mastered it. When rewritten a more gradual skill
slope would be more realistic.
Alex Koponen
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