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"Broken" Skills
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Nico_Davout
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PostPosted: Sun Feb 07, 2010 9:00 am    Post subject: Reply with quote

When you are in X-Wing and chasing TIE you both very fast. In the end you dont feel those millions kph. That is how I feel it after watching movies (look on X-Wing vs TIE shooting in EpIV) or after games. The only thing that matters were my eye looking on monitor screen and my skill with the joystick/mouse (remember TIE Fighter playing on mouse Very Happy?).
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Han Solo shot first, midichlosomething do not exist, Rebel Alliance was created as in the WEG books and indoctrination theory is the true ending of ME3.
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bobenhotep
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PostPosted: Sun Feb 07, 2010 9:16 am    Post subject: Reply with quote

so we all pretty much agree that there should be scale specific skills like this

gunnery skills
-vehicle gunnery(all mounted sppeder and walker weapons)
-starship gunnery(all starfighter scale weapons)
-capital ship gunnery (all capital weapons)
blaster artillery is fired with the appropriate skill
character scale pintle weapons would be fired with blaster, firearms, or missle weapons, the same as if you fired them off of a tripod (like an e web)
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ZzaphodD
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PostPosted: Sun Feb 07, 2010 2:20 pm    Post subject: Reply with quote

Ill repeat myself with some added skills.

-Starship Repair (Fighter+Transport. Capitals have own skill)
-Starship Piloting (Fighter+Transport. Capitals have own skill)
-Hide/Sneak
-Droid Prog./Repair
-Melee Combat
-Brawling (ie no parry skill)
-Rocket/Jet Pack Op. is one skill.
-Vehicle Blasters now Mech skill. (Pintle weapons uses Blaster skill.)
-Comm./Scan (Sensors and Communication in one skill)

I favour fun over realism to a large degree. Im looking for large differences when I call for separate skills. For example I dont bother to differ between a Space Transport and a Starfighter when it comes to piloting and repairing. If I know the PC little familiarity with fighters, perhaps I will raise the difficulty a level until he/she gets some time behind the controls.
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jmanski
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PostPosted: Sun Feb 07, 2010 2:35 pm    Post subject: Reply with quote

I have no heartburn with what the two of you are saying. I third the motion?
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Nico_Davout
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PostPosted: Sun Feb 07, 2010 2:40 pm    Post subject: Reply with quote

jmanski wrote:
I third the motion?


Sorry for my English, but .... what does it mean? Embarassed
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Han Solo shot first, midichlosomething do not exist, Rebel Alliance was created as in the WEG books and indoctrination theory is the true ending of ME3.
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Raven Redstar
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PostPosted: Sun Feb 07, 2010 2:44 pm    Post subject: Reply with quote

Normally when calling a vote, one person would put forth a motion for a vote, then someone would have to second the motion, jmanski's making a joke on that, instead of calling a vote, he's showing his support by a third of the motion.
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Nico_Davout
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PostPosted: Sun Feb 07, 2010 3:34 pm    Post subject: Reply with quote

Thanks!Smile
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Nico,

Han Solo shot first, midichlosomething do not exist, Rebel Alliance was created as in the WEG books and indoctrination theory is the true ending of ME3.
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garhkal
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PostPosted: Sun Feb 07, 2010 3:41 pm    Post subject: Reply with quote

ZzaphodD wrote:
Ill repeat myself with some added skills.

-Hide/Sneak
DIsagree here. It is one thing to know how to sneak around, but another to hide something else. I know plenty of people who are great at hiding stuff, but when it comes to hiding themselves, stand out like a sore thumb.

Quote:
-Melee Combat
-Brawling (ie no parry skill)


Same thing here. I know several who are great at either offense or defense, but not both at the same time. Which is why i favor keeping parry seperate.

Quote:

-Comm./Scan (Sensors and Communication in one skill)


AS an ET, i can say that knowledge of repairing/operating comm's gear does NOT translate that easily into knowing how to operate sensor gear (radars etc)... So again these to me should stay separate.
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ZzaphodD
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PostPosted: Sun Feb 07, 2010 4:54 pm    Post subject: Reply with quote

garhkal wrote:
ZzaphodD wrote:
Ill repeat myself with some added skills.

-Hide/Sneak
DIsagree here. It is one thing to know how to sneak around, but another to hide something else. I know plenty of people who are great at hiding stuff, but when it comes to hiding themselves, stand out like a sore thumb.

Quote:
-Melee Combat
-Brawling (ie no parry skill)


Same thing here. I know several who are great at either offense or defense, but not both at the same time. Which is why i favor keeping parry seperate.

Quote:

-Comm./Scan (Sensors and Communication in one skill)


AS an ET, i can say that knowledge of repairing/operating comm's gear does NOT translate that easily into knowing how to operate sensor gear (radars etc)... So again these to me should stay separate.


No one ever put dice in Hide, so no point in having it as a separate skill that no one used. Now Hide/Sneak is a general 'stealth' skill (as in 1st ed).

Brawling and Melee are also seldom used skills in my campaign, partly because it take two skills to use close combat which did not pop up that often. This meant players focused on ranged combat (which often were needed anyway). To make it more attractive I merged them. Also, sure you can be better att offence than defence, but no one has 5D in offence and 2D in defence so they should relate to each other in some way.

Comm/Sensors. This was mostly done in view of me trying to keep the number of skills down to keep it SW-simple. I also thought there was enough Mech skills that Pilots needed to be competent at anyway..

Regarding 'realism', I think we have left that a long time ago regarding the D6 system, which is also what makes it fun and fast to play. Should we go that way we will end up with hundreds of skills, and still not having a 'real' skill system. Lets just think about Blasters, Missile Weapons, Cultures, the list goes on endlessly...Each should 'in reality' be several (and in some cases lots) of skills.

In the end each GM has to decide for him/herself where on the scale of Simple vs Complex he/she want to play. Some, like you it seems, want a more complex skill system to accomplish 'realism', others like me focus on a simpler system thats still plausible given the fact that we are in a 'mystical' sci fi setting.
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garhkal
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PostPosted: Sun Feb 07, 2010 11:49 pm    Post subject: Reply with quote

Quote:
No one ever put dice in Hide, so no point in having it as a separate skill that no one used.


I have seen many games where no one puts dice ito bows, archaic guns, missile weapons, etc. Should we also do away with them as well based on that logic?

Quote:
Brawling and Melee are also seldom used skills in my campaign, partly because it take two skills to use close combat which did not pop up that often. This meant players focused on ranged combat


That sounds like an issue with range of combat. Try having the enemy close in so blasters are at point blank, or make it in areas blaster usage is fraught with peril (crowds). Or better yet, take away the blasters. many plants have stringent weapon restrictions.
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Whill
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PostPosted: Tue Feb 09, 2010 12:07 am    Post subject: Reply with quote

bobenhotep wrote:
i had a flight pack ops skill that covered rocket and jet packs, as well as any other "worn" vehicles

Great idea! I'll combine Powersuit Op. with Jet/Rocket Pack Op. to become Flight Pack/Powersuit Op. Thanks!

garhkal wrote:
I know plenty of people who are great at hiding stuff, but when it comes to hiding themselves, stand out like a sore thumb.

I don't. The stealth-minded people I know tend to be equally good at both. The not-so-stealth-minded people I know seems to be bad at both.

garhkal wrote:
I know several who are great at either offense or defense, but not both at the same time.

I don't. The people I know that are good at offensive fighting are good at defense. The people I know that are not so good at offense are also not good at defense.

garhkal wrote:
i can say that knowledge of repairing/operating comm's gear does NOT translate that easily into knowing how to operate sensor gear (radars etc)... So again these to me should stay separate.

For my Mechanical Com-Scan skill, it does not include the repair of the any equipment, only the operation of it. The repair of it would be under Technical. However, on the operation-side, I can see your point a little more for this one.

But for all three of these, keep in mind that the D6 system is defining a cinematic reality, not our reality. And each GM defines his own version of that cinematic reality. If you broaden the scope of some skills by combining them, you can still allow for characters to be better at one portion of of the combined skill than the other...

For some skills, it doesn't make as much sense to be able specialize too much (like dodge, hide or sneak). And I've never had any PC or GC specialize in any aspects of rocket pack, jet pack, powersuit, hide, sneak, communication or sensors. So if someone wanted to specialize in one named aspect of my above (broad, combined) skills, then they probably could. Then you could still have someone be good at powersuits but not jet packs, hiding but not sneaking, communications but not sensors. It does make more sense for characters to be able to specialize at a specific melee weapon, but I don't think it would break the system to also allow a general parry specilizations for melee combat, which provides the higher ability to defend with any weapon but no additional advantage to attack with any weapon.

But to each GM, his own.
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garhkal
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PostPosted: Tue Feb 09, 2010 7:30 pm    Post subject: Reply with quote

Quote:
I don't. The stealth-minded people I know tend to be equally good at both. The not-so-stealth-minded people I know seems to be bad at both.


Knowing how to move one self in a stealthy manner does not equate to knowing how well to hide something. Or visa versa. In our survival training we receive in the Seabees we are shown how to help hide ourselves (camo paint) and how to move, but nothing about how to camo an item...

[quote]For some skills, it doesn't make as much sense to be able specialize too much (like dodge, hide or sneak). And I've never had any PC or GC specialize in any aspects of rocket pack, jet pack, powersuit, hide, sneak, communication or sensors. So if someone wanted to specialize in one named aspect of my above (broad, combined) skills, then they probably could. Then you could still have someone be good at powersuits but not jet packs, hiding but not sneaking, communications but not sensors. It does make more sense for characters to be able to specialize at a specific melee weapon, but I don't think it would break the system to also allow a general parry specilizations for melee combat, which provides the higher ability to defend with any weapon but no additional advantage to attack with any weapon. /quote]

When you have an in game benefit for that speicalty though, (less cp to advance, +1d over the base skill when starting with it) it makes it easier to get high skills in all those though. Hence why i prefer keeing them seperate.
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