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Post by logan9a on Feb 13, 2017 10:27:18 GMT
Sorry - skills. What are your thoughts Pete?
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laughinggoon
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Post by laughinggoon on Feb 17, 2017 2:11:03 GMT
I agree that half stat + die is too fast, but I like the idea that Learning actually helps you learn. It could do so in a number of ways: 1. Increasing the step as Pete and Logan have mentioned. 2. Increasing the breadth of skills learned over time. Free tick in a skill each game for each point of Learning above 10? I'm not sure I like it, but it's an idea. 3. Making it easier to learn. High Learning somehow makes it easier to confirm skill ups (easier to fail the "did I learn something" roll). Part 3 - So for this example, we take Sally with a Learning of 10, and Johnny with a Learning of 15. Both have learned that water is no fun to go drowning in, and have survived due to the actions of a heroic lifeguard. (Because unless it also protects some skills from death, at which point it becomes completely and totally OP) Sally rolls her d5 for swimming, but does she also learn it at the base of 10? If so, she needs to fail her swimming roll to learn something. Could it be as simple as Skill - Learning being the chance to up the skill? Johnny rolls his d7 for swimming, but he had learnt it before. So if he has not skilled up in it, he would autofail under this system and have a very good chance of still drowning. Now, they both take a gun out and shoot the idiot who threw them in the pool. Both succeed. Sally has a base of 60 in pistol, and with her learning of 10, a 50% chance to roll her d5 to skill up. Johnny has been through the Doyle School of Hard knocks, and has a 105 in the skill. Is he entitled to a chance of 90 or up to skill up? Or are we still looking for failure is sweet. Doyle has a 150 in the skill, and a learning of 18. He still needs to roll up, but if he finds a failure is sweet or gets lucky, would roll a d9 for his skill..... By this method, we would extend the range of the skill set slightly, and also allow for the PCs to learn skills rapidly (too rapidly? Unsure) Thoughts?
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Post by logan9a on Feb 17, 2017 10:24:27 GMT
It was complicated enough that I did not immediately grasp it.
I'm still thinking that if all that the 'learning' skill did was give some minor amount of extra starting points (say learning x10) and determine the base of every new skill one came across in game ever (new skills start at learning x1) it would be equal (or better) than every other stat.
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Post by Fantômas on Feb 20, 2017 10:00:34 GMT
Sorry - skills. What are your thoughts Pete? Digesting (and being distracted by other stuff). Want to try and summarise everything to ensure understand how the stats are going to work after this discussion.
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thad
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Post by thad on Feb 22, 2017 9:02:13 GMT
Since some stats are now looking to be replaced by skills, such as Strength is now a skill, Con/Endurance is a skill... are you simply moving the stats, not removing them?
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Post by logan9a on Feb 22, 2017 12:19:50 GMT
Some stats have become skills.
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thad
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Post by thad on Feb 22, 2017 23:41:58 GMT
Then we haven't got four stats, we got however many stats, with one set being brought from this pool of points, and this other set which is brought from this other pool of points (from which you also have to buy skills). Which increase differently. And some have caps and some don't.
This is going to get messy.
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Post by logan9a on Feb 23, 2017 13:05:10 GMT
No more than having different skills and stats before I shouldn't think. I've even named the new skills in such a way that if I call for one of the random names, it's in there.
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matchstickman
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Post by matchstickman on Feb 23, 2017 15:03:42 GMT
So what's the point? If they do exactly the same thing as they did when they were stats why make them skills? Is it so they are easier to skill up? So that they are immune to stat loss cards? So that people don't need to do x5 maths?
If you want change for change's sake, fair play. If you want to accomplish something, what is it and can we think of a better way?
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Post by logan9a on Feb 23, 2017 16:37:06 GMT
Changed due to setting.
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Post by logan9a on Feb 25, 2017 0:32:12 GMT
Willpower = HIT POINTS. If the players can't get a check in this, they aren't trying hard enough. Note, taking damage does not give you a check.
Sanity - each point gets 5. You gain sanity for successful missions.
Learning - determines the rate at which new skills are learned. Gives a small bonus for starting skills learning x 5. (Learning x5 for extra starting points) If the players try a new skill as it is being assigned for the first time and make it, they get a check in learning. Essence - anything dealing with 'magic' or 'magic like' powers.
Possible other skill (Richard's idea) - 'Insurance' - points put in to this equate extra starting POZ should the player die. (Note - I'm leaning toward the base being either 0 or 3.) >>>Does anyone have thoughts on this skill?
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thad
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Post by thad on Feb 25, 2017 9:20:16 GMT
I meant to ask how do you get a check in learning? Okay, that can work, although it can easily lead to spamming a whole lot of new and stupid skills every session to try for a check. "I want to make a singing a perfect C skill roll... now singing a perfect A roll... now a perfect G roll... now a perfect C in an octave higher skill..."
But check in Willpower... are we still doing *3 etc? As in "stay awake long time" or "get up at a particular time" or "read stupidly large and boring corporate manual"?
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Post by logan9a on Feb 25, 2017 11:56:42 GMT
I meant to ask how do you get a check in learning? Okay, that can work, although it can easily lead to spamming a whole lot of new and stupid skills every session to try for a check. "I want to make a singing a perfect C skill roll... now singing a perfect A roll... now a perfect G roll... now a perfect C in an octave higher skill..." It could be any new skill. Any. To get a nice double whammy of both a check in learning and finding out information relevant to the case, the players could try new relevant skills. But check in Willpower... are we still doing *3 etc? As in "stay awake long time" or "get up at a particular time" or "read stupidly large and boring corporate manual"? Sure - but there should be new and weird things for the players to do with their willpower. Though yes, they can still try to read a really "stupidly large and boring corporate manual" if they want. Sometimes...
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Post by bentpaperclip on Feb 26, 2017 18:13:58 GMT
Possible other skill (Richard's idea) - 'Insurance' - points put in to this equate extra starting POZ should the player die. (Note - I'm leaning toward the base being either 0 or 3.) >>>Does anyone have thoughts on this skill? Richard was specifically talking about having an existing stat (ESS, specifically) all for "saved" POZ. He was NOT recommending a entirely new stat - which would have no use other than "insurance." I think having a separate stat that only afforded starting POZ after death would be nearly useless, but having another that give some kind of POZ kicker in the event of death would be useful. One of the big things of the last "design" of Heroic Cthulhu was that you specifically didn't want people coming back at 0 poz, that dying immediately afterwards was a silly thing that you wanted to avoid. Is that no longer the case? On thinking about Learning and how it protects from skill loss on coming back (Death) why not make one of the stats the amount of poz you start/come back with? You could do it as a straight stat number (essence of 12, start/come back with 12 poz) or as some sort of bonus based on the stats (e.g. stat/4, so 12 Essence is 13 to start but 3 coming back)? It gives the stats value at character gen and stops the 0 poz death spiral (if that is still a concerning thing).
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Post by logan9a on Feb 26, 2017 18:44:18 GMT
Richard was specifically talking about having an existing stat (ESS, specifically) all for "saved" POZ. He was NOT recommending a entirely new stat - which would have no use other than "insurance." I think having a separate stat that only afforded starting POZ after death would be nearly useless, but having another that give some kind of POZ kicker in the event of death would be useful. Ah - I misunderstood. Willpower Sanity Learning Essence Looking at the four stats we've got for starting, honestly, I think the most 'why should I put points into this from the start' stat is Essence. I suppose we could do something like ESS-10 = poz you start with after death. Honestly, I'm not all that worried about a character - after dying - not having any starting poz. The player just has to play conservatively until a mission ends then they get some cushion. However, having ESS-10= free after death poz does give players a reason for sinking a couple points into starting ESS. Honestly, I'm thinking how 'learningx1' becomes the default of all skills you don't have points in (unless the base is higher like 'climb') makes it a pretty damned useful skill to put some points into. Sanity and more HP seem self explanatory. What do people think about ESS-10?
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