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The Brain Lieutenant Commander
Joined: 03 Jun 2005 Posts: 242
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Posted: Sat Aug 27, 2011 5:40 pm Post subject: Big List of Specializations |
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Hi all I've been looking to offer some new skill specializations into my campaign, but don't want to abuse the system by inadvertantly introducing and uber or useless skills. So does anybody have any compilations of non official skill specializations I could compare to my ideas to see how any of them stack up against the greater SWD6 community view of things. |
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Sat Aug 27, 2011 9:24 pm Post subject: |
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Since a specialization is just a fragment of a parent skill that improves easier, I can't really think of a way to abuse them. You could have useless ones, but it's already up to your players to decide not to improve useless skills, so why worry? _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Sun Aug 28, 2011 2:14 am Post subject: |
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Fallon Kell wrote: | Since a specialization is just a fragment of a parent skill that improves easier, I can't really think of a way to abuse them. |
As long as you dont go the RAW way of having 'Martial Arts' as a specialization of Brawling... _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Sun Aug 28, 2011 3:15 am Post subject: |
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ZzaphodD wrote: | Fallon Kell wrote: | Since a specialization is just a fragment of a parent skill that improves easier, I can't really think of a way to abuse them. |
As long as you dont go the RAW way of having 'Martial Arts' as a specialization of Brawling... |
Touche. _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10297 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Sun Aug 28, 2011 10:10 pm Post subject: |
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There are ways to abuse skill specializations. Dodge: energy weapons or even Dodge: blasters, for example. Sure, an evil GM might start shooting everything else at the PC to negate the advantage, but otherwise most combat encounters in most SW out there are going to be someone shooting a blaster at the PC. So in my mind, the one-half skill points cost (or the even lower one-third skill dice during character creation) is just to cheap for the great advantage gained from the specialization.
I view the Dodge skill as partially instinctive ability, and to simplify things I just do not allow for any specializations of that skill. It is already one of the most vital skills for a PC as it is. _________________ *
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Mon Aug 29, 2011 3:41 am Post subject: |
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Whill wrote: | There are ways to abuse skill specializations. Dodge: energy weapons or even Dodge: blasters, for example. Sure, an evil GM might start shooting everything else at the PC to negate the advantage, but otherwise most combat encounters in most SW out there are going to be someone shooting a blaster at the PC. So in my mind, the one-half skill points cost (or the even lower one-third skill dice during character creation) is just to cheap for the great advantage gained from the specialization.
I view the Dodge skill as partially instinctive ability, and to simplify things I just do not allow for any specializations of that skill. It is already one of the most vital skills for a PC as it is. |
Hehe, yeah the (lack of) logic of a 'dodge blasters' specialization is mind boggling..
I have removed specializations alltogether in my games. I want characters to have broad skills (Starfighters and Space Transports use the same skill too, as do Droid Prog/Rep, as per 1st ed).
If someone had a really good idea for being specialized, and it tied in great with the character in some important way Id borrow some ideas from Shadowrun.
The cost of advancing a specialization is 2 CPs lower than the normal cost, with a minimum cost of 1 CP per pip. Raising 'Heavy Blaster' from 6D to 6D+1 costs 4 CPs, instead of the 3 CPs the RAW specialization would. This means that the cost for specializations at 3D is actually lower, but at 4D and 5D equal and above that more expensive. What this rule really does is stop those insane skill levels (10-12D) from being so easy within reach. _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Mon Aug 29, 2011 5:37 am Post subject: |
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Whill wrote: | There are ways to abuse skill specializations. Dodge: energy weapons or even Dodge: blasters, for example. Sure, an evil GM might start shooting everything else at the PC to negate the advantage, but otherwise most combat encounters in most SW out there are going to be someone shooting a blaster at the PC. So in my mind, the one-half skill points cost (or the even lower one-third skill dice during character creation) is just to cheap for the great advantage gained from the specialization.
I view the Dodge skill as partially instinctive ability, and to simplify things I just do not allow for any specializations of that skill. It is already one of the most vital skills for a PC as it is. |
That's a fair point. I run in a section of space where slugthrowers are at least as common as blasters, and that specialization would get you killed, so I didn't really think about it. Since we're in house rules may I propose that dodge specializations be in ranges, not type of attack? _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
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Guardian_A Commodore
Joined: 24 May 2011 Posts: 1654 Location: South Dakota, USA
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Posted: Mon Aug 29, 2011 7:04 am Post subject: |
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I've used a large range of Advanced and Specialized skills over the years. More often than not, their usefulness depends on the style of campaign you are playing.
For me, the best way to approach the issue has always been to let my players come up with their own specializations. When I player wants a specialization, they tell me about it and tell me what they expect to gain from the new specialization. If I agree, then they are allowed to add the new specialization.
Dodge specializations. I've never had to deal with specializations to dodge, but I like the idea of doing it by ranges instead of by weapon types. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14034 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Aug 29, 2011 5:58 pm Post subject: |
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Whill wrote: | There are ways to abuse skill specializations. Dodge: energy weapons or even Dodge: blasters, for example. Sure, an evil GM might start shooting everything else at the PC to negate the advantage, but otherwise most combat encounters in most SW out there are going to be someone shooting a blaster at the PC. So in my mind, the one-half skill points cost (or the even lower one-third skill dice during character creation) is just to cheap for the great advantage gained from the specialization.
I view the Dodge skill as partially instinctive ability, and to simplify things I just do not allow for any specializations of that skill. It is already one of the most vital skills for a PC as it is. |
I have seen several pc;s gakk the bullet cause of even just standard stuff coming their way cause they went with dodge:energy.. such as imps and their grenades!.. _________________ Confucious sayeth, don't wash cat while drunk! |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Tue Aug 30, 2011 9:47 am Post subject: |
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While I don't have any big concerns about Dodge specializations, e.g. blasters or projectiles, from a play balance perspective - I don't really understand how one would specialize in energy weapons but not projectiles (or vice versa). Conceptually it just doesn't make sense to me. |
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Tue Aug 30, 2011 2:54 pm Post subject: |
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Bren wrote: | While I don't have any big concerns about Dodge specializations, e.g. blasters or projectiles, from a play balance perspective - I don't really understand how one would specialize in energy weapons but not projectiles (or vice versa). Conceptually it just doesn't make sense to me. | I suppose if you were good at getting out of the way of brightly colored objects, but didn't notice the dull ones... I never had that settled to my satisfaction either. _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14034 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Aug 30, 2011 6:52 pm Post subject: |
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Part of it imo is that unlike bullets (which can be silenced, so you don't know where they are coming from), other than with the Zerrol nightstinger, no blaster bolts are unseeable... _________________ Confucious sayeth, don't wash cat while drunk! |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Wed Aug 31, 2011 10:02 am Post subject: |
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garhkal wrote: | Part of it imo is that unlike bullets (which can be silenced, so you don't know where they are coming from), other than with the Zerrol nightstinger, no blaster bolts are unseeable... | But they don't actually move slow enough to move out of the way. Still not 'seeing' it. |
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Matthias777 Commodore
Joined: 08 Aug 2007 Posts: 1835 Location: North Carolina, USA
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Posted: Wed Aug 31, 2011 11:03 am Post subject: |
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Bren wrote: | garhkal wrote: | Part of it imo is that unlike bullets (which can be silenced, so you don't know where they are coming from), other than with the Zerrol nightstinger, no blaster bolts are unseeable... | But they don't actually move slow enough to move out of the way. Still not 'seeing' it. |
Unless you have the Bullet Time™ ability... You're right though, you're dodging someone pointing a gun at you, not reacting to the path of the bolt/projectile. Although if someone is hammering away at your one position or tracking a repeating weapon towards you, I guess you could argue the point that you were using visual cues other than from the shooter to dodge the next shot(s).
The only way I would let a player take a specialization in Dodge is if there was already a house rule combining Dodge and Brawling Parry (which is used to evade any and all Brawling or Melee Weapons attacks if you're unarmed) into one skill. It would be impractical to specialize such a skill, but if a character was set on it I'd allow the following specializations: Ranged Weapons, Melee Weapons, Brawling. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14034 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Sep 03, 2011 2:10 am Post subject: |
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Bren wrote: | garhkal wrote: | Part of it imo is that unlike bullets (which can be silenced, so you don't know where they are coming from), other than with the Zerrol nightstinger, no blaster bolts are unseeable... | But they don't actually move slow enough to move out of the way. Still not 'seeing' it. |
Since C seems to love referencing the films, we do see those being at least somewhat slow enough to react to in the films... _________________ Confucious sayeth, don't wash cat while drunk! |
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