Modern Skills

Utgardloki

Mongoose
To accomodate modern characters, I've started work on a list of modern skills and alterations to skills defined in the Runequest rulebook.

This list makes frequent reference to the possibility of specialization. The way that specialization works is that your skill levels in two skills are added together to determine your effective skill level. Your default bonus is only added once, so this system requires tracking your default skill separately from your skill level. For example, someone with DEX 13, POW 15, 34% in Riding, and 43% in Motorcycle Riding has an effective skill level of 105% to ride a motorcycle.

A skill does not have to be a "specialization" skill to be added in this way. For example, if Athletics and Acrobatics can be combined to leap down a cliff and not take damage, the player chooses which default bonus is better and uses that.

A partial list of modern skills:

Boating (STR) applies to small boats that are propelled by oars, poles, or other muscle-powered means. Large ships require the Helmsman or Sailing skill. Motorboats require the Driving skill. These are not specializations. Specializations: Canoeing, River Boating.

Computer Programming (INT) is a single skill, since once one programming language is mastered, it is a relatively simple matter to understand other languages. It is still possible to specialize in particular computer languages. This skill allows you to create a set of commands that will result in the desired behavior of an appropriate computer system. Specializations: Cobol, Fortran, Pascal.

Computer Usage (INT) is the ability to understand and use any computer system, ranging from the primitive room-sized computers of the late 1940s through advanced positronic systems with neural network interfaces. A level of mastery of a computer usage specialization (such as DOS, or Mainframes) may be required to attempt a particular computer usage task, but the Computer Usage skill represents the ability to use logic and mastery of essential skills that apply to any computer. Specializations: Computer Programming, Mainframes, Image Processing.

Counseling (INT + CHA) is the ability to make people feel better, and even solve their emotional problems (although most such problems are Extremely Difficult). Specializations: Relationship Counseling, Child Psychology, Psychoanalitic Therapy.

CPR (INT + POW) is knowledge and understanding of CPR techniques. CPR knowledge can reinforce your First Aid skill.

Darkroom Techniques (INT) is needed to develop prints from photographic film and negatives. You can also manually doctor or otherwise manipulate photos using physical techniques. (Using a computer requires the Computer Usage skill.) Specializations: Developing, Enhancement, Doctoring Photos.

Driving (DEX + POW) is used to control the movements of a small vehicle, whether a car, a motorboat, or a chariot. A specialization may be required in order to actually operate the vehicle. Vehicles too large for applying the Driving skill require the Helmsman skill. Vehicles can not be driven through the air. Specializations: Automobile Driving, Motorboat Operation, Truck Driving.

Internal Medicine (INT + POW) is the ability to make diagnosis and treat injuries and diseases that afflict a person. It does not include the ability to operate on a patient, but does include knowledge of drugs and/or natural remedies. Specializations: Prescribe Medicine, Herbalism, Diagnosis, Vetinary Medicine.

Mathematics (INT) is the ability to perform calculations and understand mathematical problems. Lore (Mathematics) is knowledge about math and mathematicians, such as the existence of Fermat’s Last Theorum or the development of Pythagoras’s theory. Mathematics is required to actually solve mathematical problems. Specializations: Algebra, Geometry, Rapid Calculation, Accurate Calculation.

Photography (INT) is used to create images using cameras or video equipment, ranging from disposable cameras to complicated digital video equipment under difficult lighting conditions. This does not include the ability to use a darkroom or to edit movies. Specializations: Film Photography, Digital Photography, Movie Cameras, Portraits, Natural Light, Portraits.

Read Language (INT)/4 is the ability to read and write in a language. If you can speak two languages that use the same form of writing, and can read one of the languages, you can use the three skills together to try to read the other, which requires a successful translation skill check followed by a Difficult read language check in the language you know.

Riding (DEX + POW) is used when riding a living mount, or when using a mechanical device that you ride upon (such as a motorcycle or a jet ski) as opposed to ride inside (such as an automobile or a motorboat). With a mechanical device, you may need a specialization in order to operate the vehicle. Specializations: Horse Riding, Motorcycle Riding, Bicycling.

Scuba Diving (INT + POW) is the ability to use scuba equipment. Simply diving and coming back may be an Easy or Very Easy task. Typical tasks that might require a normal roll may include noticing a problem in someone else’s equipment, stretching your oxygen supplies farther than recommended, or figuring out how to use equipment that is unfamiliar for your culture.

Speak Language (INT)/4 is the ability to speak and understand a spoken language. Characters automatically have a fluency of 10*INT in their native language. If you can read two languages that use the same writing system, and can speak one of the languages, you can attempt to speak the other by making a successful reading check in both languages followed by an Extremely Difficult (1/5 chance) speak language check in the language in which you are fluent.

Stage Magic (DEX) is used to perform magic tricks. There is no cost for performing tricks (except for possible fatigue if for some reason you perform an exhausting trick or stage a marathon performance), or any limit to the number of tricks you can know, although many tricks are very closely kept secrets. The Perform skill is required to put on a pleasing performance.

Surgery (INT + DEX + POW) is the ability to successfully cut into a patient and somehow improve the patient’s medical condition in some way.

Venom Immunity (CON + INT) entails knowledge of how to build up an immunity to venom. In order to use it to help survive poison, you must first make a successful skill roll to deliberately expose yourself to venom to develop an immunity. If you fail this roll, you have to make another roll to avoid an overexposure. Such immunity only works against the species immunized against, and is ineffective against any except very closely related species.
Note that a success does not grant immunity, but permit’s the affected individual to add your Venom Immunity skill to his Resilience skill to determine his effective skill.
You can specialize in a specific species of snake. This is helpful to make your Venom Immunity roll so that you can use your Venom Immunity to reinforce your Resilience roll.

Write Your Own Skill (VARIES) Because of the wide variety of possible skills and specializations, if you do not see a skill on this list that matches what you think fits your character, especially if it is a specialization, don’t hesitate to suggest it for consideration.
 
Simpler specialization:
THe specialization has a base of primary skill plus 10%
When base skill raises, increase specialization by that amount as well.
When specialization raises, base skill not affected, but gain is doubled.
 
I wouldn't include Mathematics simply as someone with a certain level of EDU can be assumed to be able to perform basic calculations and, to be honest, how many of us use more than arithmetic in our daily lives? If someone has Engineering or Scientist as a skill then they would be assumed to know the maths needed in those skills.

Also, Computer Programming is an odd one to include, really, as it is very specialised. If you want to keep it, then take out "Cobol, Fortran, Pascal" as nobody apart from specialists/students use them. If you want to include languages, then include "C, Java, Visual Basic, Delphi" but even those are iffy as people are moving away from them and are using meta-programs that generate code for them. But, that's getting a bit too techie.

Stick with Computer Usage as the main skill, but allow a catch-all Computer Progamming specialisation that allows the character to "somehow" program particular types of computer. Don't specify languages, don't even specify types of computer unless you want to stick with mainframe/pc.

Generally, I'd cut down on the specialisations. Have Drive (Car/Truck/Motorboat) as specific skills as they work better that way. Similarly, Ride (Horse/Bike/Motorbike/Skateboard) would be separate skills as you can't really be good at riding a horse just because you are good on a skateboard, but being good on a motorbike might help you on a bike, unless you are trying to do a 360 turn in mid-air.

I wouldn't include Scuba Diving as a separate skill. Use Athletics (or Swimming if you have that as a separate skill) and just have a note that you can use Scuba, so using Scuba equipment would not incur a penalty to Athletics/Swimming.

Try to keep it simple. The last thing you want is a Ringworld-style setup where skills spiral out of control.
 
HQ was good because it didn't waste pages describing this stuff:

*Computer programming, you can program computers
*Boating, you can use a boat
*1H sword you can use a one handed sword
*war sword, a what sword? eh.. yeah

ad nauseum

Games are always, always best when both players and GM wing it. Can I use computer programming to tap into the corporation's mainframe using my mobile phone and a chewing gum wrapper? Course you can! Can I use my "Gold To Hay" spell on that bronze chain that has been polished up so its practically gold and send all those priests plunging to their doom? You betcha! Why? because that was the best session we ever played
 
Sinisalo said:
HQ was good because it didn't waste pages describing this stuff:

*Computer programming, you can program computers
*Boating, you can use a boat
*1H sword you can use a one handed sword
*war sword, a what sword? eh.. yeah

ad nauseum

Funny. I though HQ was bad because it didn't define anything. What you knew wasn't as important as how many masteries you had with it or how many other abilties you could tap to complement it. It's why a Devotee of a War god could lose a battle to someone who was a really good cook, and able to set a nice table.
 
soltakss said:
I wouldn't include Mathematics simply as someone with a certain level of EDU can be assumed to be able to perform basic calculations and, to be honest, how many of us use more than arithmetic in our daily lives? If someone has Engineering or Scientist as a skill then they would be assumed to know the maths needed in those skills.

I don't expect Mathematics to be used very much, but it seems to be its own skill. The ability to do basic arithmetic would be granted by the "Basic High School Graduate" "profession", which grants enough Mathematics to balance a checkbook. Characters who did not graduate from high school with "basic proficiency" might have troubles.

EDU does not exist in runequest modern, since it is derived from MRQ instead of Basic Role-Playing. The Training pseudocharacteristic is a measure of how much training a person has, but it is without reference to whether it is formal education, specialized military training, or "the School of Hard Knocks". Or maybe you just read a lot of books or tinker a lot. There is nothing that indicates whether your character would or would not be a good mathematician.

Those with skill in Profession(Engineering) or Profession(Scientist) can be assumed to be competent in calculations related to their specialty. The beauty of my specialization rules is that a person could combine both Mathematics and Profession (Engineering) to solve a mathematical problem.

Also, Computer Programming is an odd one to include, really, as it is very specialised. If you want to keep it, then take out "Cobol, Fortran, Pascal" as nobody apart from specialists/students use them. If you want to include languages, then include "C, Java, Visual Basic, Delphi" but even those are iffy as people are moving away from them and are using meta-programs that generate code for them. But, that's getting a bit too techie.

Stick with Computer Usage as the main skill, but allow a catch-all Computer Progamming specialisation that allows the character to "somehow" program particular types of computer. Don't specify languages, don't even specify types of computer unless you want to stick with mainframe/pc.

There was an earlier thread on how to define Computer skills. My proposed campaign is set in the 1970s, which would be the day of Fortran, Cobol and Pascal. Nowadays C, Delphi, and Java would be specializations. I could note that Computer Programming covers what is called the "essential" complexities of programming computers, i.e., that which apply to any logical system, and C, Java, Pascal, et al covers the "accidental" complexities, i.e., the quirks and idiosynchracies of each particular language.

Generally, I'd cut down on the specialisations. Have Drive (Car/Truck/Motorboat) as specific skills as they work better that way. Similarly, Ride (Horse/Bike/Motorbike/Skateboard) would be separate skills as you can't really be good at riding a horse just because you are good on a skateboard, but being good on a motorbike might help you on a bike, unless you are trying to do a 360 turn in mid-air.

One motivation was to make skills consistent with MRQ, but also make it somewhat believable for modern characters. I can't really see a person who is a master at driving chariots jumping into a semi and whipping it down the freeway at 90 MPH, or vice versa. Given that most modern characters would train in "Drive Automobile", they may be at a disadvantage if one suddenly had to try to control a chariot.

The beauty of my specialization technique is that a character could combine Acrobatics with Skateboarding to gain the expected synergy, although unfortunately this kind of penalizes characters who only buy lots of specialized skills. (e.g. "I can skateboard like a demon, but don't ask me to walk across this slippery pipe the way you rode that board down the grand staircase.")

There really is no limit to specializations, and the listed ones are meant as examples rather than an attempt to be make a comprehensive list.

I wouldn't include Scuba Diving as a separate skill. Use Athletics (or Swimming if you have that as a separate skill) and just have a note that you can use Scuba, so using Scuba equipment would not incur a penalty to Athletics/Swimming.

Scuba Diving would entail operation of scuba equipment. Swimming would be used to maneuver in the water. Typically 30% in Scuba Diving would be enough to ensure a person could submerge and resurface safely. More than that might be handy to ensure getting out of tricky situations.

Try to keep it simple. The last thing you want is a Ringworld-style setup where skills spiral out of control.

My system makes specialization a sort of art form. Used wisely, a character could become absolutely astounding with some specific skill or technique, yet able to adapt her training to a novel situation. But unfortunately, it is also possible for a character to be overspecialized, being a whiz at programming mainframes in Cobol, but totally at sea as soon as somebody starts talking about Unix. Kind of like real life.

As for the decision to make something a specialization or its own skill, I have been guided by the questions of "who should be allowed to make a skill roll?" and "is this a different activity or a refinement of some other activity?" If something requires special training (e.g. automobile operation, scuba diving), then it almost certainly is either a skill or an essential specialization required to make a successful skill roll in a certain situation. (For example, there is no hope of successfully driving an automobile if you can't even get the thing started.)

Scuba Diving: This is different from swimming in that it addresses the operation of specific equipment that a swimmer may or may not have been trained in.

Mathematics: While math is used by accountants, engineers, and scientists, I did not really see a skill that addressed the activity of solving mathematical problems without reference to a specific application. As noted, Lore (Mathematics) is knowledge about math, but you need the Mathematics skill to actually do it.

It's kind of iffy whether Computer Programming and Computer Usage should be different skills, but working in the software field, I have observed that most computer programmers do specialize either in a specific language, or else a specific type of computer (PC, mainframe, embedded software), or else a specific type of problem (games, business software, safety critical, networking). In fact, my motivation for choosing between two employers once was to avoid getting overspecialized in one particular field.
 
A couple of hasty and not terribly useful suggestions.

Would it be worthwhile grouping skills into families? So that, for example, if you have one skill in the family you effectively have half of that skill for all the others in the family. Drive Car 50% effectively counts as Drive HGV 25%. A hasty thought I have not taken time to work out at all.

The Serenity system sucked in many different ways but I did quite like the way they did the skill system. You bought a skill up to a certain level but above that you had to specialise. So you might be able to buy Science 50% but above that you need to specialise into Biology 75% or whatever. That I fear is a bad example, Biology would be the general skill with specialties branching off from it.

I quite like the idea of a root and branch skill system but I fear it would depart radically away from the Runequest/BRP way of doing it.
 
klingsor said:
A couple of hasty and not terribly useful suggestions.

Would it be worthwhile grouping skills into families? So that, for example, if you have one skill in the family you effectively have half of that skill for all the others in the family. Drive Car 50% effectively counts as Drive HGV 25%. A hasty thought I have not taken time to work out at all.

The Serenity system sucked in many different ways but I did quite like the way they did the skill system. You bought a skill up to a certain level but above that you had to specialise. So you might be able to buy Science 50% but above that you need to specialise into Biology 75% or whatever. That I fear is a bad example, Biology would be the general skill with specialties branching off from it.

I quite like the idea of a root and branch skill system but I fear it would depart radically away from the Runequest/BRP way of doing it.

This is very much the way the BRP-based Ringworld handles skill roots and branches - so its not that much of a departure from BRP at all. Root skills are derived from the sum of two attributes/characterstics added together. When a skill exceeds the root, you specialise in a branch, but can use the Root skill maximum for any other branch of a skill you're not specialised in.

I thought it worked very well.
 
Utgardloki said:
This list makes frequent reference to the possibility of specialization. The way that specialization works is that your skill levels in two skills are added together to determine your effective skill level. Your default bonus is only added once, so this system requires tracking your default skill separately from your skill level. For example, someone with DEX 13, POW 15, 34% in Riding, and 43% in Motorcycle Riding has an effective skill level of 105% to ride a motorcycle.

This strikes me as wrong.
If I have a skill of 43% in "Motorcycle riding" when am I *not* going to be using it with "Riding" - in which case, why not write down "Motorcycle riding 105%" in the first place?
Can I learn "Motorcycle Riding" without learning "Riding" in the first place? If so, what happens if I want to ride a push-bike? (This becomes more relavant with some of the other specialisations - could I learn "Scuba" without swimming, and what does that mean if I want to swim wthout my Scuba gear?)
What is the penalty for riding a Motorbike without having the "motorcycle riding" specialisation? - Why would I want to increase "motorcycle riding" above this when I could instead raise "riding" and apply the skill to anything?

Utgardloki said:
Computer Programming (INT) is a single skill, since once one programming language is mastered, it is a relatively simple matter to understand other languages. It is still possible to specialize in particular computer languages. This skill allows you to create a set of commands that will result in the desired behavior of an appropriate computer system. Specializations: Cobol, Fortran, Pascal.
This shows the problem again. If it is relatively simple to understand any language once you have mastered one (which is, I think generally true) then in a campaign where you are likely to encounter them all you are better off not specialising, since a +20% Computer programming will help you with every language, wheras a +20% Cobol will be no use when faced with a Pascal problem.

Utgardloki said:
CPR (INT + POW) is knowledge and understanding of CPR techniques. CPR knowledge can reinforce your First Aid skill.
While, technically it is possible to be trained in CPR without learning First Aid, I don't think I'd make it a separate skill unless I was running a game specifically about trauma teams or paramedics ("Casualty the RPG?"). I'd treat any CPR or Ressucitation attempt as either a "First Aid" or "Medicine" skill with a penalty due to the difficulty.

Utgardloki said:
Driving (DEX + POW) is used to control the movements of a small vehicle, whether a car, a motorboat, or a chariot. A specialization may be required in order to actually operate the vehicle.

How true is this? If you can drive a car then generally I think you can drive a bus or a truck - you just might no be able to drive them very well until you come to terms with the clutch and/or gearbox. Likewise I would imagine if you stuck a driver at the helm of a motor-boat it would only take a couple of minutes to explain enough for them to be able to get from point A to point B.

Utgardloki said:
Mathematics (INT) is the ability to perform calculations and understand mathematical problems. Lore (Mathematics) is knowledge about math and mathematicians, such as the existence of Fermat’s Last Theorum or the development of Pythagoras’s theory. Mathematics is required to actually solve mathematical problems. Specializations: Algebra, Geometry, Rapid Calculation, Accurate Calculation.
Ask yourself whether you need this as a separate skill. How many games have you ever been in where you specifically ask Characters to make an Algebra or Geometry check? These specific skills may be used in Gunnery, or Navigation or Computer Programming - but then you'd generally be testing those skills in that case (I'd be upset if I had a Master Helmsman character with Navigation 90% and when I said "I'll chart a course to our destination" you asked me to make geometry checks rather than Navigation)


Utgardloki said:
Riding (DEX + POW) is used when riding a living mount, or when using a mechanical device that you ride upon (such as a motorcycle or a jet ski) as opposed to ride inside (such as an automobile or a motorboat). With a mechanical device, you may need a specialization in order to operate the vehicle. Specializations: Horse Riding, Motorcycle Riding, Bicycling.
I don't think that "Ride <animal>" and "Ride <machine>" are the same skill (regardless of specialistions). I'd sooner lump "Ride <machine>" in with "Drive" than "Ride <animal>" (The law agrees - My driving licence allows me to ride a Motorbike on the road, even though I have never actually sat on one. A top jockey or showjumper still needs to have a driving licence in order to ride a motorbike on the road).

Utgardloki said:
Scuba Diving (INT + POW) is the ability to use scuba equipment. Simply diving and coming back may be an Easy or Very Easy task. Typical tasks that might require a normal roll may include noticing a problem in someone else’s equipment, stretching your oxygen supplies farther than recommended, or figuring out how to use equipment that is unfamiliar for your culture.
I learned enough to do my first dive on the boat ride from the resort to the bay we were diving in (with that first dive including practice in replacing your mask/breathing gear) so providing there is someone with sufficent knowledege/experience to set up/check the gear I'd say anyone who can swim can use Scuba gear to dive and come back. the SCUBA skill would be used to prep/check the gear and deal with problems that arise in use. I'd never combine Scuba and swimming!

As a general principle, I'd first consider what skills you envisage using in the game - this is more important than what skills a character "ought to" have - CPR exemplifies this - if I create a paramedic and sink points into CPR only for you to never put me in a situation where it is relevant (and on the one occasion when it is, allow the other players to use "First Aid" at -20%) I might feel aggrieved

Next think about how to handle what might be specialities or separate skills. This is a weakness with RQ/BRP - the "traditional" way is to allow one skill to default to (eg 1/2) another - but this gets unwieldy if you then improve both of them separately (eg you decide PASCAL programming d3efaults to 1/2 COBOL programming. I jave 40% Cobol programming so when I need to hacka pascal program in game I roll against 20%. At the end of the session I improve my Pascal to 25%. Over the next few games I ignore Pascal, but boost COBOL up to 60%. Faced with another Pascal task I'm actually better off tackling it with my COBOL skill than my PASCAL one.

Alternatively give a penalty for any non-standard usage (From memory, riding tends to work like this) so without qualification "Ride" is assumed to be "Ride Horse" and "Ride Camel" or "Ride Bison" is at -10% and "Ride Elephant" at -20%. At character creation a character can choose to substitute a default for a specialisation - then takes the penalty the other way (so someone with Ride Camel would be at -10% on horseback). Allow training / Hero point expenditure / one or more improvement rolls to gain sufficient experience/familiarity to cancel this penalty
 
duncan_disorderly said:
Utgardloki said:
Computer Programming (INT) is a single skill, since once one programming language is mastered, it is a relatively simple matter to understand other languages. It is still possible to specialize in particular computer languages. This skill allows you to create a set of commands that will result in the desired behavior of an appropriate computer system. Specializations: Cobol, Fortran, Pascal.
This shows the problem again. If it is relatively simple to understand any language once you have mastered one (which is, I think generally true) then in a campaign where you are likely to encounter them all you are better off not specialising, since a +20% Computer programming will help you with every language, wheras a +20% Cobol will be no use when faced with a Pascal problem.

Without being too nerdy and techie (I am a computer programmer, unfortunately), it isn't actually that easy to use any computer programming language once you have learned one. I know Progress well, can mess about with VBS and Java, have used COBOL and can understand C, but put me near an RPG2 program, almost any Assembly language, ADA and a host of other languages and I wouldn't have a clue. Sure, I could muddle my way through some programs and perhaps understand the logic, but it would take ages and wouldn't be that accurate.

In the 1970s, many business applications used COBOL, but many used bespoke languages or assembly languages on punch cards or punch tape. That makes it even harder to actually get to do anything.

However, from a gaming point of view, you'd use Computer Programming to hack into someone's Mainframe and steal their records, or change a program, so language is pretty irrelevant. Also, you'd have to ignore Operating Systems as well.

In the 1970s, you didn't really have many modems and virtually no home PCs, so there wern't many opportunities to access other systems. Computer Programming was very much a specialist techie occupation. Computer Usage was also not very widespread outside certain businesses and basically amounted to typing things into data entry screens. It's far more important for a 1990s or modern/future game.

duncan_disorderly said:
Utgardloki said:
CPR (INT + POW) is knowledge and understanding of CPR techniques. CPR knowledge can reinforce your First Aid skill.
While, technically it is possible to be trained in CPR without learning First Aid, I don't think I'd make it a separate skill unless I was running a game specifically about trauma teams or paramedics ("Casualty the RPG?"). I'd treat any CPR or Ressucitation attempt as either a "First Aid" or "Medicine" skill with a penalty due to the difficulty.
Agreed. I'd use First Aid/Medicine and give a bonus if you had access to CPR equipment and had been trained to use it.

duncan_disorderly said:
Utgardloki said:
Mathematics (INT) is the ability to perform calculations and understand mathematical problems. Lore (Mathematics) is knowledge about math and mathematicians, such as the existence of Fermat’s Last Theorum or the development of Pythagoras’s theory. Mathematics is required to actually solve mathematical problems. Specializations: Algebra, Geometry, Rapid Calculation, Accurate Calculation.
Ask yourself whether you need this as a separate skill. How many games have you ever been in where you specifically ask Characters to make an Algebra or Geometry check? These specific skills may be used in Gunnery, or Navigation or Computer Programming - but then you'd generally be testing those skills in that case (I'd be upset if I had a Master Helmsman character with Navigation 90% and when I said "I'll chart a course to our destination" you asked me to make geometry checks rather than Navigation)

Once again, techiness shows through, I've never used ANY of my maths degree after university, not a bit. The only algebra I've used as a programmer has been "O" Level (normally taken at the age of 16), I sometimes use geometry when bodging DIY, but it's not proper geometry, just roughly calculating areas and distances.

Gunners don't need maths to operate - look at WW1 and WW2, the gunners just had a sighting mechanism and a wheel they could turn up/down and left/right, sure they used degrees but it was marked up on the gun. Snipers don't have maths skills, they just know how far to aim up for a certain distance or how much to allocate for wind direction. That's experience not calculation.

One of my players is an architect and he just doesn't use ANY maths at all. He's got engineers to look at the structural side.

So, I'd skip Mathematics completely, or have it as a weird skill that someone could take. Similarly Mathematics Lore would be pretty useless as a skill. Sure, you'd know that Galois died in a duel after writing down his theorems or that Newton invented fluxions, but what use would that be in a game?

duncan_disorderly said:
As a general principle, I'd first consider what skills you envisage using in the game - this is more important than what skills a character "ought to" have - CPR exemplifies this - if I create a paramedic and sink points into CPR only for you to never put me in a situation where it is relevant (and on the one occasion when it is, allow the other players to use "First Aid" at -20%) I might feel aggrieved

Next think about how to handle what might be specialities or separate skills. This is a weakness with RQ/BRP - the "traditional" way is to allow one skill to default to (eg 1/2) another - but this gets unwieldy if you then improve both of them separately (eg you decide PASCAL programming d3efaults to 1/2 COBOL programming. I jave 40% Cobol programming so when I need to hacka pascal program in game I roll against 20%. At the end of the session I improve my Pascal to 25%. Over the next few games I ignore Pascal, but boost COBOL up to 60%. Faced with another Pascal task I'm actually better off tackling it with my COBOL skill than my PASCAL one.

Alternatively give a penalty for any non-standard usage (From memory, riding tends to work like this) so without qualification "Ride" is assumed to be "Ride Horse" and "Ride Camel" or "Ride Bison" is at -10% and "Ride Elephant" at -20%. At character creation a character can choose to substitute a default for a specialisation - then takes the penalty the other way (so someone with Ride Camel would be at -10% on horseback). Allow training / Hero point expenditure / one or more improvement rolls to gain sufficient experience/familiarity to cancel this penalty

All good points.

The cancelling of a penalty after becoming familiar with a situation works a lot better than having two skills or having a number of specialisations.

Simplify, simplify, simplify.
 
There have been several attempts at clustering or specialisations or root-and-branch in BRP-type games.

The one outlined at the start of this thread has the advantage of being consistent with MRQ RAW. So if that is your priority run with it.

I do think that you could:
prune the list
and maybe make each skill have a value by and of itself (else as stated why learn Motorbike at all when Ride would help in riding any steed mechanical or biological? Maybe Motorbike could add to Ride when riding* and Repair when Repairing)



Grrrr

* No? Really?
 
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