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Re: Subskills
--- In dq-rules@yahoogroups.com, Rodger Thorm <dqn@e...> wrote:
> I'm sure that no matter how we carve things up, there will be
instances where a player's character concept won't fit, and the
player and GM will need to work something out that is beyond the
rules, even expanded rules. I think that it's better to focus on
what is reasonable for the majority of cases, rather than trying to
address every possibility.
>
> Another thing to think about is the provenance of the skill.
Where, for example, does this orator learn his skill, if not from a
Troubador? DragonQuest places a strong emphasis on instruction in
support of learning new skills. Mages have to find someone to teach
them spells, and characters learning new skills or weapons abilities
get great benefit from learning from someone who already knows the
ability.
>
> It is also important to keep from breaking everything down into a
list of individual tasks. (If I wanted that, I'd go play GURPS.)
Healer, in particular, is a whole skill and should not be broken into
individual skills. Some things may not be taught, except as part of
a larger body of knowledge. (Imagine trying to learn just how to do
an appendectomy, without becoming a doctor, for example.)
>
>
> My first reaction was that maybe Military Scientist is a better
choice if the character wants armies to follow him :-)
>
> Bardic Voice is a magical ability, above and beyond merely
persuasive oration, just as the Healer's abilities are above and
beyond medicine. If the player really wants to play Marc Antony and
be able to move crowds with political speeches, I would either see if
there's enough room in Troubador to play it as is (option B), or add
some extra sub-specialties that were appropriate and useful to that
player (options C/D).
OK I can live with that
> I think that each task or subskill should be evaluated
individually, rather than breaking it out as a percentage of its
parent skill. Some in particular may warrant higher EXP costs based
on game balance and playability (in order to make sure that it
doesn't become less expensive to cherry pick subskills, rather than
taking the parent skills).
Ther are a lot of subskills, working out EXP cost for these will take
a long time :-(. I was hopeing to either work out a formula for
costing or to catagorise them into easy, moderate, hard, extremely
dificult etc with EXP cost by catagory. (hmm its beginning to sound
like GURPS :--( )
The basis for disisision could be (some of which I posted before):-
Power of the skill (for game ballance)
Based on the base chance (higher = easier)
Increase for each rank, (again higher easier)
how much of the value of appropriate characteristics is worth in the
use of the ability. (again higher easier)
I'd like to add ease of finding someone to teach you the skill
Feedback anyone?
> Finally, there are two other questions to consider: If a character
has more than one subskill of a particular skill, can they rank those
separately, or should they be tied together in some way? And
secondly, how does ranking in subskills factor into characters
progressing from Mercenary through Adventurer to Hero?
Good Question!
David