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Thread: Proficiencies - the hidden (?)
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03-27-1998, 10:23 AM #11Kyle FosterGuest
Proficiencies - the hidden (?)
I think that useing the languge profs. as bonus profs. is a good idea.
And some of the charts posted are a good start. Anyone who uses them
should report back on how they worked out game balance wise.
As for the S&P book I bought it at the urgering of power mad FR players
and was thourghly dissappionted in what it could do if left unchecked.
Just as an aside I am an avid Hero System player and have been since its
inseption so a point based system is not my problem with The S&P book.
It seemed unballanced to me, but I was also really burnt out on my game
at the time and that might have colored my view so anyone else who has
thoughts on it I'dd like to hear them and maybe I'll take a fresh look
at the book.
Kyle
- --
"I drank WHAT?"- Socrates
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03-27-1998, 11:59 AM #12Brian StonerGuest
Proficiencies - the hidden (?)
The Skills & Powers proficiency system is based on the character's ability to learn
and improve their proficiency as they increase in levels. For this reason, the
basic stats start out low, and are modified by the relevent ability (or
subability). Then, as the character increases in levels, he is able to apply the
character points the DM grants him to the proficiendies and raise them.
In general, Skills and Powers (and all the Players' Options books) has some nice
ideas, even if they are unbalanced. A DM should always take care to watch the
players and make rulings if using the PO books. The next issue of Dragon is
supposed to have Skills and Powers stuff for Birthright and I look forward to
reading it--even if I never use them.
Brian
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03-27-1998, 09:34 PM #13Lolly EggersGuest
Proficiencies - the hidden (?)
I think that the proficiency situation is an interesting problem.
When I create a character I want to give him or her some personality, a
background, and abilities to back that up. There just usualy aren't
enough proficiency slots. It seems however that giving players a bunch of
extra proficiency slot isn't the answer. Instead I suggest making
background proficiencies (Those that have little effect on the game in
areas other then role-playing) cheaper (ie. two for one sale on background
proficienies in aisle three).
Another way you might handle this problem is to make proficiency
groups. The rules in the CFHB introduce weapon proficiency groups,
perhaps a similar system could be fashioned for non-weapon proficiencies
with groups like athletics (swimming, endurance, mountaineering) and
wilderness (hunting, foraging, survival). Anyway it's something to think
about. I invite anyone to respond to my ideas
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03-27-1998, 10:12 PM #14breye@earthlink.netGuest
Proficiencies - the hidden (?)
I really like the idea of Backround proficiency Groups, bought for cheaper that
each one would be alone. These groups would be based on the type of cultural
upbringing that the character had, and what type of environment the character
was raised in. I also think that it would also be possible to add an
additional proficiency for other high atributes (your strength is over 13, you
get an extra strength based proficiency or some such...
Lolly Eggers wrote:
> I think that the proficiency situation is an interesting problem.
> When I create a character I want to give him or her some personality, a
> background, and abilities to back that up. There just usualy aren't
> enough proficiency slots. It seems however that giving players a bunch of
> extra proficiency slot isn't the answer. Instead I suggest making
> background proficiencies (Those that have little effect on the game in
> areas other then role-playing) cheaper (ie. two for one sale on background
> proficienies in aisle three).
> Another way you might handle this problem is to make proficiency
> groups. The rules in the CFHB introduce weapon proficiency groups,
> perhaps a similar system could be fashioned for non-weapon proficiencies
> with groups like athletics (swimming, endurance, mountaineering) and
> wilderness (hunting, foraging, survival). Anyway it's something to think
> about. I invite anyone to respond to my ideas
>
> ************************************************** *************************
> >
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Don't shoot my Sunday joyride down.
- -Wesley Willis
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03-27-1998, 10:13 PM #15George KochGuest
Proficiencies - the hidden (?)
> In general, Skills and Powers (and all the Player's Options books) has some nice
> ideas, even if they are unbalanced. A DM should always take care to watch the
> players and make rulings if using the PO books. The next issue of Dragon is
> supposed to have Skills and Powers stuff for Birthright and I look forward to
> reading it--even if I never use them.
>
> Brian
I have always been amazed at the various reactions to Skills & Powers....
When it first came out, there were a lot of comments about it being a system that could
(and would) be exploited and abused by players to make ALL POWERFUL characters...
I even fell for this line of thinking and avoided incorporating it into my game...
However one of my players suggested giving it a try... and I did..
We found it a good addition to our game.. we play Skills & Powers characters exclusively
now... We had no incidence of abuse... Which says to me that no matter what system you
use... no matter what rules you include/exclude... ultimately it's the quality and
integrity of the people in your group that makes the difference...
I consider myself lucky... and also look forward to the S&P kits for BirthRight!
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03-27-1998, 10:59 PM #16MANTAGuest
Proficiencies - the hidden (?)
> The way I reread this, is that if a character has a 16 Intelligence,
he
> or she is normally allowed to learn 5 additional languages, AND has 5
> proficincy slots open to learn more languages, or weapon styles or
non-weapon
> proficiencies.
The character CAN learn up to 5 languages and has 5 bonus proficiency stots
which he can spend in languages or nonweapon proficiencies.
>I've never seen this done in a game I've been in, nor have I
> myself done it in a game I've run, but I didn't look at it closely
enough. I
> would like for y'all (yes, I'm in TEXAS :-) to reread that closely,
stressing
> the words/ phrases that stood out to me "...column ALSO indicates..."
along
> with "...EXTRA proficiency slots..." (that's in there twice) and
"...CHARACTER
> gains due to his Intelligence."
>
> I don't want this to be something that could ruin your fun in your
> KirbyRanma
Thats how I see it.
MANTA
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> 'unsubscribe birthright' as the body of the message.
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03-28-1998, 04:30 AM #17
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Proficiencies - the hidden (?)
> Another way you might handle this problem is to make proficiency
>groups. The rules in the CFHB introduce weapon proficiency groups,
>perhaps a similar system could be fashioned for non-weapon proficiencies
>with groups like athletics (swimming, endurance, mountaineering) and
>wilderness (hunting, foraging, survival). Anyway it's something to think
>about. I invite anyone to respond to my ideas
I like this idea. To my knowledge, nobody has thought of this before. Has
anyone
tried out a system like this, and how much success did you have?
I also liked Simon's difficulty-level system. I think a mix of these two ideas
could give us exactly what we want.
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03-28-1998, 09:12 PM #18Gary V. FossGuest
Proficiencies - the hidden (?)
Lolly Eggers wrote:
> Another way you might handle this problem is to make proficiency
> groups. The rules in the CFHB introduce weapon proficiency groups,
> perhaps a similar system could be fashioned for non-weapon proficiencies
> with groups like athletics (swimming, endurance, mountaineering) and
> wilderness (hunting, foraging, survival). Anyway it's something to think
> about. I invite anyone to respond to my ideas
This is a really good idea. I like it a lot. Here's a couple of ideas that it
sparked regarding groups for non-weapon proficiencies:
Racial Groups: Some races should have groups of proficiencies that they could
have. Dwarves could have a group that included things like blacksmithing,
mining, mountaineering and Read/Write-Dwarven, for instance. Elves could have
dancing, etiquette, a musical instrument or singing and Read/Write Elven. This
list of skills should be tweaked for whatever campaign world/subrace was
involved, and I'm sure there are other proficiencies that should be included.
Culture Groups: Humans and non-humans should have culture groups which would
include things like Reading/Writing and Local History. Depending on the
culture these groups could include things like swimming (for a seaside culture)
Riding, horse (for a culture that emphasized horsemanship) etc.
Professional Groups: There could be groups that would parallel the character
kits. A smith group that has blacksmithing, weaponsmithing and armorer in it;
a scholar group that has Reading/Writing, History, etc. in it. Character kits
already get proficiencies at a bonus, but if a player wanted to have another
option, this might be a way to go.
What do you folks think?
- -Gary
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03-29-1998, 06:01 PM #19Gabriel EggersGuest
Proficiencies - the hidden (?)
- ----Original Message Follows----
Date: Sat, 28 Mar 1998 13:12:49 -0800
From: "Gary V. Foss"
To: birthright@MPGN.COM
Subject: Re: [BIRTHRIGHT] - Proficiencies - the hidden (?) extras
Reply-To: birthright@MPGN.COM
Lolly Eggers wrote:
> Another way you might handle this problem is to make
proficiency
> groups. The rules in the CFHB introduce weapon proficiency groups,
> perhaps a similar system could be fashioned for non-weapon
proficiencies
> with groups like athletics (swimming, endurance, mountaineering) and
> wilderness (hunting, foraging, survival). Anyway it's something to
think
> about. I invite anyone to respond to my ideas
This is a really good idea. I like it a lot. Here's a couple of ideas
that it
sparked regarding groups for non-weapon proficiencies:
Racial Groups: Some races should have groups of proficiencies that they
could
have. Dwarves could have a group that included things like
blacksmithing,
mining, mountaineering and Read/Write-Dwarven, for instance. Elves
could have
dancing, etiquette, a musical instrument or singing and Read/Write
Elven. This
list of skills should be tweaked for whatever campaign world/subrace was
involved, and I'm sure there are other proficiencies that should be
included.
Culture Groups: Humans and non-humans should have culture groups which
would
include things like Reading/Writing and Local History. Depending on the
culture these groups could include things like swimming (for a seaside
culture)
Riding, horse (for a culture that emphasized horsemanship) etc.
Professional Groups: There could be groups that would parallel the
character
kits. A smith group that has blacksmithing, weaponsmithing and armorer
in it;
a scholar group that has Reading/Writing, History, etc. in it.
Character kits
already get proficiencies at a bonus, but if a player wanted to have
another
option, this might be a way to go.
What do you folks think?
- -Gary
Great ideas Gary. This helps me alot. Maybe I'll write a system up for
the list and submit it to a Darksun page. I also see campaign specific
groups and faction ones for Planescape.
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03-30-1998, 06:16 AM #20
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Proficiencies - the hidden (?)
At 01:12 PM 3/28/98 -0800, you wrote:
>Lolly Eggers wrote:
>
>> Another way you might handle this problem is to make proficiency
>> groups. The rules in the CFHB introduce weapon proficiency groups,
>> perhaps a similar system could be fashioned for non-weapon proficiencies
>> with groups like athletics (swimming, endurance, mountaineering) and
>> wilderness (hunting, foraging, survival). Anyway it's something to think
>> about. I invite anyone to respond to my ideas
>
>This is a really good idea. I like it a lot. Here's a couple of ideas
that it
>sparked regarding groups for non-weapon proficiencies:
>
>Racial Groups: Some races should have groups of proficiencies that they could
>have. Dwarves could have a group that included things like blacksmithing,
>mining, mountaineering and Read/Write-Dwarven, for instance. Elves could
have
>dancing, etiquette, a musical instrument or singing and Read/Write Elven.
This
>list of skills should be tweaked for whatever campaign world/subrace was
>involved, and I'm sure there are other proficiencies that should be included.
>
>Culture Groups: Humans and non-humans should have culture groups which would
>include things like Reading/Writing and Local History. Depending on the
>culture these groups could include things like swimming (for a seaside
culture)
>Riding, horse (for a culture that emphasized horsemanship) etc.
>
>Professional Groups: There could be groups that would parallel the character
>kits. A smith group that has blacksmithing, weaponsmithing and armorer in
it;
>a scholar group that has Reading/Writing, History, etc. in it. Character
kits
>already get proficiencies at a bonus, but if a player wanted to have another
>option, this might be a way to go.
>
>What do you folks think?
For the professional skills, I think the secondary skills list from the
player's handbook might work nicely. Perhaps two NP slots to acquire a
secondary skill, with all the associated proficiencies?
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