From: | David Buehrer <dbuehrer@****.ORG> |
---|---|
Subject: | Skill Limits |
Date: | Sun, 6 Jul 1997 21:12:47 -0600 |
|
| This is my biggest pet peeve, and I'm in the middle of writing an article
| about it for TSS. Characters will 4 or 5 skills/spells at 6, and nothing
| lower. I know that everyone wants to make a character that is going to
| survive a few encounters, and I can respect that. However, some people
| have the attitude that 'If its not useful in extremely obvious ways, its
| useless'. The street sammy with Firearms, Street Eti, Stealth, and Armed
| Combat, all at 6, and nothing else. Is he so good at all of that, and so
| bad at everything else that it doesn't rate?
| A real human, most of us, have a TON of skills, too many to fit in any game
| description, and all at varying levels. While most of us have several that
| shine, we have alot that don't, but still are useful once in awhile. How
| come most Shadowrun characters don't?
Try this. Starting characters may have 1 skill at 6, 2 at 5, 4 at 4, 6 at
3, and so on. If multiples of 2 don't work use multiples of 3
(1,3,6,9,12,15). Or you could use powers of 2 (1,2,4,8,16,32) or 3
(1,3,9,27..), whatever works best for your campaign.
| Well, this has nothing to do with third edition, but :)
At least it's about Shadowrun :)
-David
http://www.geocities.com/TimesSquare/1068/homepage.htm
--
Yoink! - The sound of a crescent roll being stolen.