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Re: Subskills
I'd like to add a few
Assasin - improve memory and spy/theif photographic memory
All of the courtisan skills in 54.2, play instrument, dance - that
sort of thing. Similarly the list in 62.1 for a troubador. To be
able to dance is a nescessary skill for a man of the world (for
example) but none of the others would be (possibly)
Troubador - disquise, a useful skill for a spy of theif
But I do agree that it does hang together fairly well.
How about not defining a table but instead having an experience
multiple for these sub skills? This would reflect the fact that out
of the "profession" they're more dificult to get very good at (and
make it easier to draw up).
Most of the courtisan/troubadour are 90% + rank; how about an exp
multiple in the range of 100 to 200 points?
As for the question you asked earlier about hero level; any ranks
spent on these are not counted
David
--- In dq-rules@yahoogroups.com, Rodger Thorm <dqn@e...> wrote:
> This was going to be just my first pass at a list of skills which
could be learned separately. I wanted to see what the scope of the
list would be, and then try to generate some discussion about costs.
> There are actually a lot fewer subskills that I would break out and
allow characters to obtain individually than I thought there would
be. As I was going through it, most of them seem pretty integral to
their respective skills, and while you could make a case for a
character having one or another without the whole skill, in most
instances I find myself preferring to leave them alone.
> As it is, there are only three subskills that I would create:
>
> Proposed Subskills List
> Navigator -- Determine Compass Directions
> Thief -- Climbing
> Troubador -- Acrobatics
>
> While there may be some things in the list of Courtesan abilities
that a character might wish to do, in most cases I would simply
suggest the character learn the Courtesan skill in order to reflect
that ability (esp. Dance, Dress Well, and Recite Stories, but also
Play Instrument, Sing, and the rest). If a character wants to
compose a heroic epic of their great adventure, but does not want to
acquire Courtesan skill in order to Compose Story, I would work that
out through role-play, rather than force a character to take an
unwanted skill. If they wanted to compose stories regularly and
without playing it out, then some skill (either Courtesan, or perhaps
more approipriately Troubador) would seem in order.
>
> To at least partially address the Climbing and Acrobatics issues,
I created the Adventure Abilities (Rule 115 in Poor Brendan's
Almanac). This rule does not allow for practice or improvement by
Rank, but has worked well enough in my own campaign. So of the three
subskills that I might think are worth creating, I've already
addressed two of them in my own way, and would probably handle the
third similarly, if it ever came up. But generally any character who
might want such a skill will be a Ranger already, so that too is moot.
>
> I came into this whole thing expecting to work on 8 or 10 subskills
for DQ and end up writing something up. But having taken a look at
it, I'm more inclined to leave things exactly as they are in the
skils themselves, and just add a couple minor adventure abilities to
address non-Thief characters being able to climb anything more
difficult than a ladder.
>
> Maybe this will trigger some further discussion and alternate
points of view anyhow.
>
> --Rodger Thorm