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JohnK
Playtest Survivor
Joined: Fri May 18, 2007 10:54 am Posts: 620 Location: Ottawa, Ontario CANADA
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Re: Specialization
Hullo, Nestor, Yep, you've got the rule right from the HOLLOW EARTH EXPEDITION rulebook pertaining to the maximum specialisation bonus that a character can have. Personally, I've always felt that this was a bit too high. The House Rules I use for this are pretty simple. In Character Generation, a character can have no higher than a +2 in any one Skill Specialisation, and once play starts can have no higher than a +3 in any one Skill Specialisation. Works for me.
_________________ "There's a village of Mongrels just over that hill. We need supplies, but remember that it's not just the outside that has been altered..." - Jediah Kane, traveller
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Sat Jul 10, 2010 10:31 am |
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Scrumptrilescent
Joined: Fri Apr 23, 2010 3:33 pm Posts: 66 Location: Oregon, USA
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Re: Specialization
| | | | JohnK wrote: Hullo, Scrump, *sigh* Once more late to the party. *sigh* | | | | Scrumptrilescent wrote: This is a topic thats really fuzzy for me.
One day I read the section and understand it as you can only specialize something once, such as Long Bows, for half a point. (and you might as well specialize in something else at the same time, cause there isn't much you can do with half an XP)
A week later I read it as, you can put specialization points into a skill, like Long Bows, as many times as you like by spending half a point. (save up your half points for adding them every so often, maybe put a restriction on how frequently they can specialize in the same thing. Increase costs, etc....)
I'm leaning more toward the first, but I can also see the second as some people can be very focused on something in thier life.
Any thoughts?
PG 76 Desolation Handbook. Left column, half way down. | | | | |
Not really a fuzzy topic, just one that has some interesting elements to it at least for players creating characters in the game. The basic rules on Skill Specialisation found Desolation, page 76, give the basics for character generation when it pertains to this. Note that this rule block only applies during Character Generation. That said, the rule means that a player will usually have half a Skill Point that he hasn't used, so common sense tells you that the player should take a second Skill Specialisation under a different Skill of course, to use up the other half-point. Once the character is in actual play, this rule for Skill Specialisation in character generation doesn't apply. Specialisations for Skills cost 3 points, as per the chart on page 103 and page 172. Hope this helps. | | | | |
I wasn't worried so much about the starting costs. I didn't state my issue very well in my first post, so I realize after rereading it. It was for costs after creation and if increasing levels of specialization was possible. I appreciate all the responses on the question, and I agree, +5 is kinda high, but I can see it happening as well. I like the idea of +3. Makes players feel like they have an elevated skill, but not so much that thier character becomes lopsided. Thanks guys.
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Sat Jul 10, 2010 7:38 pm |
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Nestor
Scavenger
Joined: Mon Jun 04, 2007 6:50 pm Posts: 223 Location: Baltimore, MD, USA
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Re: Specialization
Unfortunately, the section you quote still doesn't answer the question I presented: Is the restriction against placing more than one Specialization on a Skill still in effect when applying the 15 XP at character creation? There is sadly nothing there dealing with this issue. Which throws it back into the "GM's choice" camp.
_________________ "Reality Bites... and I've got the toothmarks to prove it!"
"Love is a battlefield... littered with corpses."
Free-floating agent of chaos. Reasonable rates. Inquire within.
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Sat Jul 10, 2010 11:07 pm |
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Scrumptrilescent
Joined: Fri Apr 23, 2010 3:33 pm Posts: 66 Location: Oregon, USA
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Re: Specialization
It appears to me as though the 15 experience points are gained through a simulated Night of Fire and Long Winter. They may not be given at all, or extra may be given, depending on when you start and danger level of the campaign. On that note, I would say players could spend it how they see fit, as long as it can be justified.
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Sun Jul 11, 2010 12:42 am |
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JohnK
Playtest Survivor
Joined: Fri May 18, 2007 10:54 am Posts: 620 Location: Ottawa, Ontario CANADA
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Re: Specialization
Hullo, Nestor, I suspect that it is, since while you are receiving the 15 Experience Points to jump things up a bit, it's still character generation so the restriction still applies. Which makes no sense, of course, since if it still applies why list the Specialisation cost in the chart? Then again, I don't adhere to the Specialisation rules as written for my games, anyway, as you may have remembered. And the pre-gen characters in the book (Esther LaVore, page 106; Osim Kerhab, page 112; Keke Lekili, page 114; Desmun of Westharbor, page 116; Sasha Veng, page 118; and Tarl Ishrak, page 126) don't either, as they have two Specialisations each. I would suppose so.
_________________ "There's a village of Mongrels just over that hill. We need supplies, but remember that it's not just the outside that has been altered..." - Jediah Kane, traveller
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Sun Jul 11, 2010 10:52 am |
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JohnK
Playtest Survivor
Joined: Fri May 18, 2007 10:54 am Posts: 620 Location: Ottawa, Ontario CANADA
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Re: Specialization
Hullo, Scrump, In that case, I hope I addressed your concerns adequately. That was pretty much why I set the limit as +3 for my players in the games I run. It made sense to me in my experience with the game, and has worked well in play. (My Friday gaming group has over 40 sessions of Desolation behind them, so they've racked up a few Experience Points here and there. )
_________________ "There's a village of Mongrels just over that hill. We need supplies, but remember that it's not just the outside that has been altered..." - Jediah Kane, traveller
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Sun Jul 11, 2010 10:56 am |
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