[Design] Skills, specialisations and prerequisites...
Lev Lafayette
lev_lafayette at yahoo.com.au
Tue Nov 22 00:40:45 UTC 2005
--- Carl Brown <catodon at whale-mail.com> wrote:
> think carefully about the graininess of how 'real'
> knowledge is divided into game skills. Why theology
> requires specialisation but not biology or
> chemistry? too much division makes skills unlikely
> to be useful unless the senarios is custom written
> for the character but the less you divide the less
> realistic the skills are.
> I'm not going to woffle on about this too much but
> the examples above do seem inconsistent.
Biology does requires specialisations; I just haven't
written those up yet. In GURPS, for example, you
*cannot* take "biology" as a skill - you must take
Biochemistry, Botany, Ecology, Genetics, Physiology
and/or Zoology.
The general principle (if it is sound) is that general
skills lead to specialised examples, so rather than
defaulting to a trait, one defaults to a lower level
(and limited) skill. However, as you've pointed out
for most characters too much specialisation is a pain
- hence the real specialisation only kicks in at
expert and master level. Basic and advanced skills are
pretty broad.
Makes sense?
Lev
Lev Lafayette
lev_lafayette at yahoo.com.au
http://au.geocities.com/lev_lafayette
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