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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: RPGPundit on June 01, 2007, 01:08:16 PM

Title: Palladium Games Skills
Post by: RPGPundit on June 01, 2007, 01:08:16 PM
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
Title: Palladium Games Skills
Post by: Pierce Inverarity on June 01, 2007, 01:21:42 PM
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.
Title: Palladium Games Skills
Post by: JamesV on June 01, 2007, 01:26:30 PM
Come to think of it, no. OCCs already restrict skill picks, so why bother with the flipping and the math?
Title: Palladium Games Skills
Post by: Cerulean Lion on June 01, 2007, 04:27:53 PM
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.
Title: Palladium Games Skills
Post by: Zachary The First on June 01, 2007, 05:52:33 PM
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) (http://irrin.info/IrrinSkillsListv0.1.pdf).

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.