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Palladium Games Skills

Started by RPGPundit, June 01, 2007, 01:08:16 PM

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RPGPundit

Is there ANY fucking reason anyone can think of why it would not be possible to just have ALL skills in RIFTS (or any other palladium game) start out at 40+5%/level?

RPGPundit
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Pierce Inverarity

If I may piggyback a related question:

Is there a fix for what I remember from my CoC 1E days as the Library Use Syndrome? I.e., Prof has 70% Library Use, hence is supposed to be an ace researcher, but actually fails to find that book 1 out of 3 times?

I'm assuming some later version of BRP must have fixed that, and probably in a way applicable to Palladium.
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JamesV

Come to think of it, no. OCCs already restrict skill picks, so why bother with the flipping and the math?
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Cerulean Lion

Pallladium Games makes skill selection a thing of near Byzantine complexity, for no advantage that I can see.  Sure, just give anyone who takes a skill the same beginning numbers and the same advancement per level.  
Or give them a number of skill points per level to distribute if they want, with maybe a rule that they can't spend more than half their points on a single skill during a level gain.
 

Zachary The First

Quote from: RPGPunditIs there ANY fucking reason anyone can think of why it would not be possible to just have ALL skills in RIFTS (or any other palladium game) start out at 40+5%/level?

RPGPundit

Streamlining them would be fine.  In my current PFRPG homebrew, all skills increase by 5% per level.  You also roll percentiles + your skill bonus vs. a difficultly check of 70-150+.  Here's the (pdf of my version here).

I have kept some of the skills at varying percentages, but I think I will be changing it next go-round.  I thought Base of 30, but, that's just nitpicking.  Overall, quite the sound idea.
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