duncan_disorderly said:
TBH, I am not not so keen on the using Hero Points to buy heroic abilities mechanism any way, so allowing them to be bought in a similar manner to new skills, though possibly with some prerequisites in terms of a minimum level of skill sounds fine.
Me neither, I'd really prefer hero points as just a way of surviving though situations. But I would do that as a DM anyway, so I don't think it's meaningful to write it into the rules.
The number of Freebie points will depend on the starting competance of characters that you want. If you have more skills you don't necessarily need to have more freebie points providing you have "reasonable" defaults. I think it will have to be a case of trying it out once you have a skill list and looking at the results. (Bearing in mind that different players will approach allocation of points differently. Some will allocate the maximum points to the minimum no of skills to make narrow specialists, others will spread the points across all, (or most) available skills, leaving them capable of trying most things, but rarely excelling. - Giving the former players twice as many points won't mean they reflect a high level of education across a broad spectrum of skills, they'll just be twice as accurate with a gun, or twice as stealthy...etc)
Reasonable points. I would still have a max of 30 points assigned to each stat. But I can see the problem.
The problem with Flaws is people either take flaws that will have a minimal effect on their character (in which case why bother with them - why not jsut give everyone more points to start with) or they take flaws that will allow them to "grab the spotlight" by making a big thing out of them (In which case they are already a "benefit", so why don't they "cost" points rather than "give" them.
I sort of disagree. The first thing is right, people take flaws which have a minimal effect on their character. But then it creates a character with good and bad sides, which seems much more realistic to me.
The second thing I don't agree on, players taht "grab the spotlight" are prima donna players, and should be dealt with by the group or the DM. They will do so with flaws or without, flaws might enable them to do so, but a proper group should handle that.
Today's teenager probably does not know much more than ancient teenagers (can most of today's youth skin and cook an animal?). What they do know would be different, but not more; you might want to remove Ride as a common skill after 1920 or so, for instance. You might let them have more common skills than what is listed in the current rules to reflect a little more knowledge. For example, Mathematics, Lore (World), or Lore (Geography) might be common skills (except for Americans, of course Razz ). Another option is to give more specified skills with the culture or profession options, especially for things like Languages.
Can most of the youth in the medieval times skin and cook an animal?
I agree that horseback riding should be advanced after around 1920, but that's about the time where bicycles enter the picture, and thus you could have ride (bicycle) around this time. This skill would off course also cover motorcycles etc.
I'm opposed to giving specialised skills. Making more skills doesn't make the world seem much more generally educated, just more specialised, and I don't think modern man is more specialised than ancient man.
The problem with your statement, "how many of todays youth know how to skin and cook an animal?" is that most modern men have a general idea of what to do. In medieval times, you would probably have done it a few times and know how to do, or not know it at all. It was a very binary education, todays education is much more varied, and thus reflects a world with a broader skill range.
As for what are common skills and what are advanced skills, you might have to create a few optional lists. For example, since we have been talking about "computer use", before 1980ish, perhaps 1990 could be the cut off date, it should be an advanced skill; for those wanting a run a campaign earlier (WW2, 1930s pulp, Victorian age) then it should not even be a skill option.
Great idea! Looking through a copy of Cthulhu, they had different character sheets for different periods of time, this is a great idea.
Full auto or bursts should work great at short distances, even then amount of ammo is the limit. Changing the mag should take some time (eject the mag, pick the mag from a pouch, insert the fresh mag and even cock the weapon again). This should make you think about using automatic fire.
How about 3 CA? One to eject the mag, one to switch it with a new one and one to load the new one? Ammo bags could reduce this time by 1 CA.
Sniper rifles, especially with scopes are far too unwieldy to be used in close ranges. Of course you can aim at the side of the rifle in an emergency but then it should be pretty desperate and with hefty penalty.
How would you mimic the emergency status of sniper rifles the best? Perhaps give it a penalty to hit when not using a gun-rest, and having it require higher strength to use.
Maybe there should be a Sniping as an advanced skill?
Being a combination of Combat Style (Rifle) and Stealth? Or what should it do specifically.
Also what if specialising (now a coined term) with a sniper rifle didn't give an extra CA, but instead doubled your crititcal chance. So instead of just critting on 10% you'd do it on 20% of your skill?