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Joined: Fri Apr 23, 2010 3:33 pm
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Post Specialization
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.


Tue Jul 06, 2010 10:15 pm
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Post Re: Specialization
The key phrase you're missing is "during character creation". When creating your character, you can only place one Specialization on a single Skill. This costs half a Point.

Once the character is in play, that restriction is no longer in force. At that point, though, Specializations cost 3 XP.

It is not specifically stated whether the restriction is in place when applying the first 15 XP as part of character creation. This might be very well left up to the GM to apply as he sees fit.

Hope this helps.

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Tue Jul 06, 2010 11:18 pm
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Post Re: Specialization
Where was it that you found the cost of specializations? I must have missed it completely.


Wed Jul 07, 2010 12:37 am
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Post Re: Specialization
You mean post-creation? There should be a table listing XP costs for increasing Attributes, Skills and Talents, either at the point when it describes adding the 15 XP or in the section on advancement.

I don't have the book in front of me at this point, so I can't give you an exact page reference. If someone else doesn't jump in with it, I'll post it once I get home from work.

(Yes, I'm posting while at work. Shh! Don't tell anyone!) ;)

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Wed Jul 07, 2010 9:18 am
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Post Re: Specialization
This table is even twice in the Desolation core book. One on page 103 and one on page 172.

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Wed Jul 07, 2010 10:05 am
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Post Re: Specialization
Thats what I get for skimming over tables, no matter how small. But the initial point in specializing wasn't so much my issue. I meant further specializing in the same skill.

For example (Adjusted from Esther on Pg 106):
Archery 3(base) 1(level) 4(rating) 2(average)
Bows 2 6 3

Is that possible?

The text on 76 leaves things somewhat ambiguous by saying "A skill cannot be specialized in more than once during creation." Says nothing about after creation, or that you can only specialize in one skill at creation. Every premade character in the book with specializations has two. It wouldn't make sense to only allow one, due to the fact that it only costs half a point (might as well say it is a whole point, you lose a whole one either way)

If you were to follow the table; if you specialize in something 4 times the cost would break even and then rapidly decrease. Over several game sessions, of course. Granted, that wouldn't help your other abilities with that skill, but if you use bows and not throwing daggers, what are you loosing?

Like I said, I am leaning towards 1 specialization, but I have a few people in my groups that would argue this to the death. I'm just bringing up the issue before it becomes an issue.

Am I making sense? Just had a long day at work, and I question it.


Wed Jul 07, 2010 9:21 pm
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Post Re: Specialization
I see the problem. But really specializing in a skill can only go so far. If you could continually specialize in something, wouldn't that just be essentially buying a new skill? You shouldn't be able to develop a specialty for a flat 3/Rank when that gets added to a skill that is raised at (New Rank)*2. Otherwise the weapon you have specialized in quickly become a WMD in the campaign.

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Wed Jul 07, 2010 9:40 pm
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Post Re: Specialization
Scrumptrilescent wrote:
Thats what I get for skimming over tables, no matter how small. But the initial point in specializing wasn't so much my issue. I meant further specializing in the same skill.

For example (Adjusted from Esther on Pg 106):
Archery 3(base) 1(level) 4(rating) 2(average)
Bows 2 6 3

Is that possible?

The text on 76 leaves things somewhat ambiguous by saying "A skill cannot be specialized in more than once during creation." Says nothing about after creation, or that you can only specialize in one skill at creation. Every premade character in the book with specializations has two. It wouldn't make sense to only allow one, due to the fact that it only costs half a point (might as well say it is a whole point, you lose a whole one either way)

If you were to follow the table; if you specialize in something 4 times the cost would break even and then rapidly decrease. Over several game sessions, of course. Granted, that wouldn't help your other abilities with that skill, but if you use bows and not throwing daggers, what are you loosing?

Like I said, I am leaning towards 1 specialization, but I have a few people in my groups that would argue this to the death. I'm just bringing up the issue before it becomes an issue.

Am I making sense? Just had a long day at work, and I question it.


You're right in that it's not explicitly stated in the Desolation rulebook. The core Ubiquity rules (as described in the original RPG using them, Hollow Earth Expedition) does thankfully clarify the point.

Once your character is in play, you certainly can buy the same Skill Specialization again and increase the bonus dice for it, so your example is valid. The one restriction is that the maximum number of bonus you can have is +5.

Hope that helps!

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Wed Jul 07, 2010 9:45 pm
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Post Re: Specialization
Oh well that's something I may have missed in the Ubiquity rules. Thanks for the clarification. Now I get to have characters asking to specialize to maximums for axes.

Here's one for everyone. What about specializing in Magic skills. What I mean by this is specializing in healing as a Necromancer or in reading thoughts for Beguilers. Is/Should this be allowed?

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Thu Jul 08, 2010 1:42 am
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Post Re: Specialization
Arsenal wrote:
Oh well that's something I may have missed in the Ubiquity rules. Thanks for the clarification. Now I get to have characters asking to specialize to maximums for axes.

Here's one for everyone. What about specializing in Magic skills. What I mean by this is specializing in healing as a Necromancer or in reading thoughts for Beguilers. Is/Should this be allowed?


Damn good question. My gut instinct is to allow it; it seems logical that a practitioner could develop greater aptitude with a specific aspect of the discipline he follows. Does anyone see any issues with this?

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Thu Jul 08, 2010 12:08 pm
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Post Re: Specialization
Nestor wrote:
Once your character is in play, you certainly can buy the same Skill Specialization again and increase the bonus dice for it, so your example is valid. The one restriction is that the maximum number of bonus you can have is +5.

Really? :shock: Didn't know that. And the more I think about it the more I tend to forbid that if any of my players ever finds that out. This sounds like a really bad powergaming option.

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Thu Jul 08, 2010 12:30 pm
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Post Re: Specialization
Gilgamesh wrote:
Nestor wrote:
Once your character is in play, you certainly can buy the same Skill Specialization again and increase the bonus dice for it, so your example is valid. The one restriction is that the maximum number of bonus you can have is +5.

Really? :shock: Didn't know that. And the more I think about it the more I tend to forbid that if any of my players ever finds that out. This sounds like a really bad powergaming option.


Shrug. YMMV. While I can see the potential for abuse, it's not something that couldn't be kept in check with a bit of effort. If a player wants his character to over-specialize, there are enough in-game pitfalls in that approach to keep it from getting out of hand, at least IMO.

But, hey, no big deal. In the end, it's all about having fun. :)

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Thu Jul 08, 2010 3:31 pm
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Post Re: Specialization
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. :)

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Sat Jul 10, 2010 10:18 am
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Post Re: Specialization
Hullo, Nestor,

Nestor wrote:
The key phrase you're missing is "during character creation". When creating your character, you can only place one Specialization on a single Skill. This costs half a Point.

Once the character is in play, that restriction is no longer in force. At that point, though, Specializations cost 3 XP.

It is not specifically stated whether the restriction is in place when applying the first 15 XP as part of character creation. This might be very well left up to the GM to apply as he sees fit.
.


Actually, yes it is, me old mucker. :) See "Starting Experience Points" with the chart on page 103. I remember this somewhat confusing me when I first started running Desolation, but I suppose that after multiple re-reads of the rules they finally sunk in. Mind Like A Sieve (MLAS (tm)), you know. :)

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Sat Jul 10, 2010 10:21 am
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Post Re: Specialization
Hullo, Gilgamesh,

Gilgamesh wrote:
This table is even twice in the Desolation core book. One on page 103 and one on page 172.


What's really weird about this is the fact that the table on page 103 refers to the costs for using the 15 Experience Points during character generation, whereas the table on page 172 refers to the costs for using Experience acquired during the course of play. It's totally irrelevant that the two charts are exactly the same, except for the fact that the multiplier for new Skills is x3 on the first chart and x2 on the second chart. :) This is an error, as discussed in this thread

viewtopic.php?f=19&t=265

and should actually be a multiplier of x2. The same applies presumably to the chart on page 63 as well.

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Last edited by JohnK on Sat Jul 10, 2010 10:44 am, edited 1 time in total.

Sat Jul 10, 2010 10:23 am
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