EnderAndrew Posted June 23, 2004 Share Posted June 23, 2004 Good questions. You can invent skills if so desire. Run them by me to make sure we agree what attribute they go under. In my uber-lengthy Star Wars campaign, it was not uncommon for players to have 40 skills including such gems as "Shopping" and "Bold-Face-Lying" I had one player who used a "Yo-Yo" style melee weapon, and made a skill for that. Also, if you don't take the skill, you can roll at the base attribute. However, I also impose a higher difficulty number if you try a skill untrained. Let's say that you've never touched a blaster in your life. Someone hands you a blaster, and tells you to shoot a stormtrooper, or whatever. A normal target at medium range is a Moderate difficulty, so it would be like 15. I'll bump it to a Difficult difficulty of 20. You roll your base Dexterity against that target number. It may seem like being penalized twice, however I think it encourages people to be balanced skill wise if they want to try different things. I have a house rule about initiative, which I touched upon earlier. Low roll declares first, and high roll goes first. I apply that to any system I play. I also have a house rule that I apply to any system called the "s*** skill" Most players really seem to dig it. I was going to get into it later, but what the heck. When you are finishing up character creation, you get to pick one additional skill for free. However, the skill must be something that doesn't affect game balance. It's just something to flesh out your character. Maybe they Yodel rather well, or like to recite Wookie Poetry. Link to comment Share on other sites More sharing options...
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