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View Full Version : Question: Is there a rule for skill synergies?



Autobahn987
May 25th, '10, 10:28 AM
I don't know how many of you play DnD 3.5 (I would assume quite a few) But, if you have played you know there is a system in place for some skills synergizing other skills. For example, very good at acting should receive a bonus to persuasion checks for lying or making people believe his sincerity.

Is there anything like this in HERO system?

JmOz
May 25th, '10, 10:34 AM
Complimentary skills is what the system calls it, you should be able to find it in the index, in 6th edition it is in Vol 1 page 57

prestidigitator
May 25th, '10, 12:34 PM
And Skill Levels that work on generally a related group of skills. I suppose those take the place more of Feats that give you a bonus to 1-3 skills though.

mattingly
May 26th, '10, 04:57 AM
The difference is that d20 Synergies give a bonus just for having the skill. HERO System's Complementary Skills grant a bonus only if the other skill roll succeeds.

Hugh Neilson
May 26th, '10, 05:05 AM
The difference is that d20 Synergies give a bonus just for having the skill. HERO System's Complementary Skills grant a bonus only if the other skill roll succeeds.

If there is a synergy, it seems reasonable that being better with the synergestic skill grants a better bonus, rather than "you get no bonus unless you are at least this good with the skill; if you are better, it makes no differemce, no matter how much better you are". I think the synergies between skills are reflected in d20 as Synergies and in Hero as Complementary Skills. Mechanically, they work differently, but both mechanics are reflecting the same concept.

Which is more appropriate? That's a circle game. Are you better at Breakfall because you have Acrobatics and can tumble through the air? What if you screw up and tumble wrong? Why shouldn't you get a better bonus if you tumble better?

A simple bonus just for having the skill would not be a useful mechanic in Hero. If you think your character is better at Acrobatics because he has +6 meters of Leaping, buy a bonus to Acrobatics because you have +6 meters of leaping. If you think his acrobatics helps him leap, buy +4 meters of leaping because he is acrobatic. Put Unified Power on them to show that draining one drains the other. If you envision him needing to trade off between Acrobatics and Leaping, buy +8 meters of Leaping and +2 Acrobatics Roll in a Multipower, or slap Lockout on them. If he's only better at leaping if he succeeds with Acrobatics, put Requires a Roll on your Leaping.

JmOz
May 26th, '10, 05:31 AM
Also judicial use of non combat skill bonuses can be used as well. If you feel your acrobatics might help your breakfall you buy a non combat skill level with both, then you can add as you need