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Message no. 1
From: Arndt Kraft <kraftat@******.INFORMATIK.UNI-STUTTGART.DE>
Subject: Concentrations and the skill web
Date: Fri, 21 Jan 1994 10:43:02 +0100
The skill web in SR is a very nice idea, at least, if you only have General
Skills. But what happens, if someone has only a concentration/specialisation,
and no general skill.

E.g. Jonny Samurai has no Armed Combat, only a Katana skill. What modifiers
does he get, if he wants to use: a normal Sword, a Whip, Unarmed Combat
(assuming he doesn't have the skills).

Any official rulings?

--
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Arndt Kraft
kraftat@******.informatik.uni-stuttgart.de
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Ach cum creideamh nad bheatha, sonas nad chridhe
(Keep belief in your life, joy in your heart) - Runrig, "Ard"
Message no. 2
From: The Powerhouse <P.C.Steele@*********.AC.UK>
Subject: Re: Concentrations and the skill web
Date: Fri, 21 Jan 1994 14:01:05 GMT
In reply to Arndt Kraft .....

> The skill web in SR is a very nice idea, at least, if you only have General
> Skills. But what happens, if someone has only a concentration/specialisation,
> and no general skill.

> E.g. Jonny Samurai has no Armed Combat, only a Katana skill. What modifiers
> does he get, if he wants to use: a normal Sword, a Whip, Unarmed Combat
> (assuming he doesn't have the skills).

> Any official rulings?

None that I know of but how about when dealing with specialisations use a +1 TN
for anything in the same concentration and a +2 for anything in a different
concentration.

If all the character has is a concentration then how about just +1 to use any
of the other concentrations.

This way Jonny Samurai uses sword at +1, whip at +2 and unarmed at +4 ( +2 from
going to a specialisation to a general skill then another +2 for going from
one general skill to another <providing only 1 dot separates them> ).

That sound like a solution ?

Phill.
--
Phillip Steele - Email address P.C.Steele@***.ac.uk | Fighting against
Department Of Electrical & Electronic Engineering | Political Correctness !
University Of Newcastle Upon Tyne, England |
Land of the mad Geordies | The Powerhouse
Message no. 3
From: Schnood <cdjworks@******.DIGEX.NET>
Subject: Re: Concentrations and the skill web
Date: Fri, 21 Jan 1994 09:47:22 -0500
>None that I know of but how about when dealing with specialisations use
a +1
>TN
>for anything in the same concentration and a +2 for anything in a different
>concentration.

Well if we use the scenario:

>> E.g. Jonny Samurai has no Armed Combat, only a Katana skill. What
modifiers
>> does he get, if he wants to use: a normal Sword, a Whip, Unarmed Combat
>> (assuming he doesn't have the skills).

If he has a Katana skill (which is a specialization of Armed Combat
(Blades)) of 6, then he has an Armed Combat (Blades) of 4 and an Armed
Combat of 2, for which he spent 4 skill points for. If he wanted to use
Unarmed Combat (without the skill) then he'd default to his base Armed
Combat skill (2) and add a +2 to the target number because it's one dot away.

GE/GCS d?(-d+) p+ c++(++++) e m* s+/-(---) !n h++ f+@ g+ w+(++) t+@
r+(++) !y
Message no. 4
From: The Outsider <DHEIN@******.BITNET>
Subject: Re: Concentrations and the skill web
Date: Fri, 21 Jan 1994 10:23:50 EST
>The skill web in SR is a very nice idea, at least, if you only have General
>Skills. But what happens, if someone has only a concentration/specialisation,
>and no general skill.
>
>E.g. Jonny Samurai has no Armed Combat, only a Katana skill. What modifiers
>does he get, if he wants to use: a normal Sword, a Whip, Unarmed Combat
>(assuming he doesn't have the skills).
>
>Any official rulings?
>
Page 70 of the SRII rulebook, in the last sentence of the last paragraph
under CONCENTRATIONS AND SPECIALIZATIONS:
"When referring to the skill web, use only the general rating, never
a COncentration or Specialization rating."


The
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| | | | | |__ | | \ |_ |__| <DHEIN@******.BITNET>
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"And the firestarter from within pokes out
from fever blistered grin" -Siouxsie & the Banshees, "Burn-up"
Message no. 5
From: Dave Sherohman <esper@*****.IMA.UMN.EDU>
Subject: Re: Concentrations and the skill web
Date: Fri, 21 Jan 1994 17:54:35 -0600
>Well if we use the scenario:
>
>>> E.g. Jonny Samurai has no Armed Combat, only a Katana skill. What
>modifiers
>>> does he get, if he wants to use: a normal Sword, a Whip, Unarmed Combat
>>> (assuming he doesn't have the skills).
>
>If he has a Katana skill (which is a specialization of Armed Combat
>(Blades)) of 6, then he has an Armed Combat (Blades) of 4 and an Armed
>Combat of 2, for which he spent 4 skill points for. If he wanted to use
>Unarmed Combat (without the skill) then he'd default to his base Armed
>Combat skill (2) and add a +2 to the target number because it's one dot away.

Sorry, chummer, but that only applies to starting characters. Later on, you
can easily (by the official rules) come up with Firearms 1/SMG 1/HK 227 8 if
you want to specialize that tightly.

As for unofficial rules, I figure that, in the process of getting that good
with a 227, you're likely to pick up a few things that'll help with other
guns, so I allow a chance that any time a Specialization is raised, there's
a 50% chance that the appropriate Concentration also improves by 1 level and
whenever a Concentration rises (including being dragged up by a Specialization)
there's a 50% chance of it bringing the General skill up in the same way.

esper@***.umn.edu
Message no. 6
From: Joseph Cotton <Joseph.Cotton@*******.OIT.UNC.EDU>
Subject: Re: Concentrations and the skill web
Date: Sat, 22 Jan 1994 09:25:44 EST
On 21 Jan 1994, Dave Sherohman wrote:

> As for unofficial rules, I figure that, in the process of getting that good
> with a 227, you're likely to pick up a few things that'll help with other
> guns, so I allow a chance that any time a Specialization is raised, there's
> a 50% chance that the appropriate Concentration also improves by 1 level and
> whenever a Concentration rises (including being dragged up by a Specializa-
> tion) there's a 50% chance of it bringing the General skill up in the same
> way.

I like this idea, but I think I'd do it differently. I think you have the
base chance way too high. I'd put it at, say 10% or 15%, and then +5% for
every difference in the two skills. I.e., Joe Samuari has firearms 4, and
heavy pistol 6. He raises HP to 7, and gets a roll to check for his
firearms skill to go up. 10% (base chance) + 15% ((7 - 4 = 3) * 5) = 25%
chance for his firearms to go to a 5. If I wanted to be generous, I'd
raise the base chance to 20%, but no higher.

Joe Cotton
Joseph.Cotton@*******.oit.unc.edu

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