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The Skill System
#1
Mr. GM,

I understand you have not coded the skill system into the game yet, but could you at least just keep them listed in the text field as all the other game versions did? Many of us enjoyed playing with them around as aids for getting things done in Special Actions or a bonus in a combat situation. Plus it was fun to look for some skills and then going through the effort in the train in them. We could use this stop-gap to have them until you worked out a proper game system mechanic for them. We shouldn't lose time that we could be working on them in-game, while you figure out how to do it all. That could take 6 months or a year to work it all out.

Example (10) point skill startup setup for an Independent clan:

Leader: CMD-2, STR-1, CST-1, SGE-1
      F1: TAC-1
      F2: CTA-1
      F3: CTA-1, SCT-1, TRK-1 

Maybe the clan finds an NPC that can train in PCB-1, and he has all his characters train in PCB-1. He uses a SA each turn to continue his training in the skill to then add PCB-1 to all his characters with his clan and ends up with the following skill list.

Leader: CMD-2, STR-1, CST-1, SGE-1, PCB-1
      F1: TAC-1. PCB-1
      F2: CTA-1, PCB-1
      F3: CTA-1, SCT-1, TRK-1 , PCB-1


These skills help to define a character like maybe I do a SA stating that the F3 leads the Scout unit and they look into any unusual encounter or situation and investigate it as they SCOUT /0.
Ever dance with the Dark Man, by the pale moon light? If you do risk it, it will be the last time you ever will.
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Messages In This Thread
The Skill System - by Dark Shadows - 01-22-2020, 02:56 AM
RE: The Skill System - by Davin - 01-22-2020, 03:27 AM
RE: The Skill System - by DreamWeaver - 01-27-2020, 02:09 AM

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