Patriot Posted October 1, 2006 Report Share Posted October 1, 2006 I was wondering what your opinions on 2 new Skill enhancers would be. 1) Weaponsmaster (-1 to the cost of a weapons group) 2) Pilot (-1 to the cost of any TF group) While weapons elements, and vehicle familarity dont hold a lot of weight in most campaigns I have played or ran in, these ideas may halp flesh out characters a little Quote Link to comment Share on other sites More sharing options...
Vorsch Posted October 1, 2006 Report Share Posted October 1, 2006 Re: Skill enhancers:Suggestions Ive been confused, are skill enhancers part of 5thed? Its not in HD under talents, but i still see people using them. Quote Link to comment Share on other sites More sharing options...
schir1964 Posted October 1, 2006 Report Share Posted October 1, 2006 Re: Skill enhancers:Suggestions Ive been confused, are skill enhancers part of 5thed? Its not in HD under talents, but i still see people using them. Yes, Skill Enhancers still exist in the 5th Edition. - Christopher Mullins Quote Link to comment Share on other sites More sharing options...
薔薇語 Posted October 1, 2006 Report Share Posted October 1, 2006 Re: Skill enhancers:Suggestions Ive been confused, are skill enhancers part of 5thed? Its not in HD under talents, but i still see people using them. It is under Skills. LaRose Quote Link to comment Share on other sites More sharing options...
Weldun Posted October 1, 2006 Report Share Posted October 1, 2006 Re: Skill enhancers:Suggestions You could also have... Fighter (-1 to the cost of martial maneuvers) Now, before you all go ape****, hear me out. Remember that skill enhancers cost 3 points. This means that you need to purchase 3 maneuvers to "break even", and the enhancer doesn't apply to weapon elements, CSLs or Martial Art DCs. If you are using Ultimate Martial Artist, then there are 9 HtH maneuvers pemade that cost only 3 points, but, you do get what you pay for. On a general note, one way of looking at skill enhancers is as a elemental control with a 1pt reserve, that has a manndatory advantage of "may be used for skills (+2)" that only applies to the reserve cost. This logic could be extended to create any number of "EC:Skill Enhancer" frameworks, possibly with higher reserves. Personally, I would be extremely reluctant to allow such ECs, or my own fighter suggestion. The main reason is that all the skill enhancers in the main rule book (pg 77 revised) affect background skills, except for well-connected, which affects contacts and favors (background perks). These "defeault exceptions" to the warning against allowing skills in a framework is because these skills largely have limited effect in gameplay. The intention here, I believe, is to reward characters who spend a relatively large number of points on skills that tend not to aid a character in direct encouters, be they combat, environmental or social. I was wondering what your opinions on 2 new Skill enhancers would be. 1) Weaponsmaster (-1 to the cost of a weapons group) 2) Pilot (-1 to the cost of any TF group) While weapons elements, and vehicle familarity dont hold a lot of weight in most campaigns I have played or ran in, these ideas may halp flesh out characters a little The main problems I have with both of these is that they are reducing the cost of something that has already gotten a reduction for being "related by a common special effect." Quote Link to comment Share on other sites More sharing options...
MPT Posted October 2, 2006 Report Share Posted October 2, 2006 Re: Skill enhancers:Suggestions I was wondering what your opinions on 2 new Skill enhancers would be. 1) Weaponsmaster (-1 to the cost of a weapons group) 2) Pilot (-1 to the cost of any TF group) One of my players came up with the TF one and it did not unbalance the game. Quote Link to comment Share on other sites More sharing options...
Markdoc Posted October 2, 2006 Report Share Posted October 2, 2006 Re: Skill enhancers:Suggestions I wouldn't go for the fighter suggestion, but I'd be OK with the first two. For years I have been using what I call "Professional skill enhancers". These are simply extensions of the "scientist" skill enhancer. So someone who wanted to be a really good cop could purchase Skill Enhancer: "Police officer" and get a 1 point break on all skills common to police training. This specifically excludes combat, but would cover bureacratics, legal aspects, crime scene forensics, etc. It wouldn't cover (as noted) combat, piloting, or even combat driving, since professional skill enhancers are intended to cover those aspects which *most* people with that job description would be expected to have some knowledge in, not skills they *could* have some knowledge in. As a rule of thumb, if the player has to make up some comlpicated explanation as to why the character should have the skill, then it's not covered by the skill enhancer and they can buy it normally. It's worked well for us, encouraging people to take background skills they otherwise might not have and has not been unbalancing. cheers, Mark Quote Link to comment Share on other sites More sharing options...
Teflon Billy Posted October 2, 2006 Report Share Posted October 2, 2006 Re: Skill enhancers:Suggestions I was wondering what your opinions on 2 new Skill enhancers would be. 1) Weaponsmaster (-1 to the cost of a weapons group) 2) Pilot (-1 to the cost of any TF group) While weapons elements, and vehicle familarity dont hold a lot of weight in most campaigns I have played or ran in, these ideas may halp flesh out characters a little Pilot already appears in the Ultimate Skill. TB Quote Link to comment Share on other sites More sharing options...
zornwil Posted October 2, 2006 Report Share Posted October 2, 2006 Re: Skill enhancers:Suggestions I have "Driver" which is as Pilot above, same basic effect, except I apply it to all piloting skills as well as TFs. I also have "Warrior" which does the same for WFs. Created them a while back, long before TUSK. Quote Link to comment Share on other sites More sharing options...
Patriot Posted October 3, 2006 Author Report Share Posted October 3, 2006 Re: Skill enhancers:Suggestions Pilot already appears in the Ultimate Skill. TB Cool, dont have that yet thanks for the heads up Quote Link to comment Share on other sites More sharing options...
pinecone Posted October 5, 2006 Report Share Posted October 5, 2006 Re: Skill enhancers:Suggestions Yeah and you can likely fit Weapon master into Expert...it seems like most things fit there.....I've been messing with it over in the Hero system area, and so far I'm liking TUSK real good (Expert: Goodly speach'in) Expert: Weapons master 3 pts WF: Common Melee 1 pts or more etc..... Quote Link to comment Share on other sites More sharing options...
Vondy Posted October 12, 2006 Report Share Posted October 12, 2006 Re: Skill enhancers:Suggestions What about Expert: "Spymaster"? -1 on all espionage related skills? Quote Link to comment Share on other sites More sharing options...
Teflon Billy Posted October 12, 2006 Report Share Posted October 12, 2006 Re: Skill enhancers:Suggestions What about Expert: "Spymaster"? -1 on all espionage related skills? Looks like a perfectly good use of the Expert skill enhancer to me. TB Quote Link to comment Share on other sites More sharing options...
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