Skills

I no longer differentiate between Physical and Mental skills; all skills use this cost progression, which does not flatten out at high levels; once past the half-point level, each level costs one more point than the one before it (learning skills above Base+10 should continue the same progression, if it is allowed at all). "Quarter-point" and "One-eighth-point" levels have been added to smooth out the stages of initially learning a skill, so you don't just straight from default to half-point level; they should basically only be used for learning by training (an eighth of a point corresponds to 25 hours of training, a quarter-point is 50 hours) during a campaign, I wouldn't usually allow PCs to start out with less than a half-point in a skill, and I don't let them learn maneuvers etc until they have a whole point in the skill.

Cumulative Skill Costs Table

Skill level    Easy      Average     Hard    Very Hard
Base-6          --        --          --        1/8 
Base-5          --        --          1/8       1/4
Base-4          --        1/8         1/4       1/2
Base-3          1/8       1/4         1/2       1
Base-2          1/4       1/2         1         2
Base-1          1/2       1           2         4
Base            1         2           4         7
Base+1          2         4           7        11
Base+2          4         7          11        16
Base+3          7        11          16        22       
Base+4         11        16          22        28
Base+5         16        22          28        35
Base+6         22        28          35        42
Base+7         28        35          42        50
Base+8         35        42          50        59
Base+9         42        50          59        69 
Base+10        50        59          69        80

Specialization

I consider the "optional specialization" rule in the Basic set to be obsolete, and have replaced it altogether with generalized maneuvers (as hinted at in Compendium I). Skills that "require specialization" are actually sets of different but related skills, which usually default to each other at some appropriate penalty.

In general, I refer to "generalized maneuvers" as Specializations, although various different skills may also use other terms (Rituals for specializations in ritual magic, for instance). As a rule-of-thumb, most Specializations are Average ("World War II" is an Average Specialization of History skill, for instance), but some are Hard ("European History" as a Specialization of History skill). There also exist Easy Specializations; as one might expect, their cost is "one step" cheaper than Average Specializations (the first level costs 1/4 point, the second costs 1/2 point, the third costs 1 point, the fourth costs 2 points, the fifth costs 4 points). An example of Easy Specializations is (most) specific alchemical formulae in the variant alchemy system I'm working on. Also, there are some cases where Specializations cannot be used unless they have been specifically learned (such as those same alchemical formulae). Also, as a general rule, no more than 5 levels may be bought of any one Specialization (4 points in an Easy one, 6 points in an Average one, or 8 points in a Hard one).

Skill Bases?

What's all this then? It's a variant way of handling skills, is what it is. Instead of always basing a skill on the same attribute, the same skill might need to be based on different attributes depending on the situation. For instance, Karate is usually based on DX when you use it to kick butt, but when you have to answer questions on the theory behind the various moves it might be more appropriate to base it on RE instead, and if you're trying to be a bit creative and make up a new kata with more artistic than practical merit, it might be best to base the skill on IN. Similarly, Woodworking is best based on DX when trying to whittle a very precise figure, but should probably be based on IN for those creative patterns.

So the simple rule is, base each skill roll on whatever attribute seems most appropriate at the time. Many skills will still have almost all of their rolls against the same attribute, though.

I also allow individuals to have Group Skill Bonuses, as opposed to reserving that for races. And I've generalized those bonuses a bit: One can have a Group Skill Bonus for any skill group, but "Combat" skills are split between the Melee Skill Group and the Missile Skill Group (it's rather self-evident which skills should belong where), and bonuses in these groups must be bought separately. Also, I've ditched the "Language Talent" and "Musical Ability" advantages in favor of treating both as skill sub-groups (so you can buy bonus with either languages or music at 3 points per +1, max 9 points for +3).

Back to House Rules


Last modified: Tue Feb 10 13:21:19 MET 1998