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Aiden Harrison
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Specialities

Tue 24 Aug 2021, 17:08

Does anyone see a good reason not to put Specialities (from 1e) back in the game?

I'd maybe change it to pick one Specialty, but I can't really think of a reason not to put them in as a character choice.

Am I missing something? Being Inspired in certain situations is not game breaking, perhaps they were seen as too variable in application - Some are rather niche, while others come up a lot more in play.

Anyone have any thoughts on the matter?
 
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Carcharoth
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Re: Specialities

Tue 24 Aug 2021, 21:57

I don't think there's a reason why you CAN'T put them in, if they really interest you, but as to why they were removed? I suspect it was to reduce redundancy and make room for useful items, similar to how cultural rewards were removed to make room for Magical Weapons/Armor.
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Otaku-sempai
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Re: Specialities

Tue 24 Aug 2021, 23:00

I've been wondering, myself, about the lack of Specialties.
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mrdabakkle
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Re: Specialities

Wed 25 Aug 2021, 00:15

I would assume that Carcharoth is correct. Useful items seem to replace the speciality and also make the optional travel gear items from the Adventure Companion a bit more weighty in game terms. I suppose you could still have specialties that everyone gets, since it would still cost a hope to activate. But since traits seem like they should maybe be applied often maybe it was causing too much decision overload to have an extra trait there.
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HunterGreen
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Re: Specialities

Wed 25 Aug 2021, 13:25

They were also very uneven in their applicability, and some had too much overlap with certain skills, some had too little. I bet part of the thinking was "it's going to take a lot of work to address this... and is it really adding anything worth the complexity it adds?"
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Aiden Harrison
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Re: Specialities

Wed 25 Aug 2021, 17:46

Yeah all fair points, though I wonder if the Life paths stuff might bring it back in some form, time will tell.
 
Themadviolinist
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Re: Specialities

Wed 25 Aug 2021, 17:47

As a 1E ignorant LM, how did specialties work?
 
mrdabakkle
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Re: Specialities

Wed 25 Aug 2021, 21:03

As a 1E ignorant LM, how did specialties work?
In 1e specialities were traits, but traits were two categories every character had three specialties two from culture and 1 from calling. Distinctive features were more physical or personality descriptions (Tall, Proud, Cunning, Subtle ect) the traits from 2e now. Specialities could be used in the same way as any other trait in 1e, giving auto success, allowing rolls when you were not allowed to roll, or gaining advancement points. But they were more skills like Mirkwood-lore, cooking, smithcraft ect.
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Aiden Harrison
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Re: Specialities

Thu 26 Aug 2021, 15:41

They were also very uneven in their applicability, and some had too much overlap with certain skills, some had too little. I bet part of the thinking was "it's going to take a lot of work to address this... and is it really adding anything worth the complexity it adds?"
Yeah that was my feeling.

I do think some are far more useful than others - Leechcraft and Herb Lore stand out to me, those seem to come up a lot in my games.

Maybe as a reward for a nicely written background I'd allow a player to pick one appropriate speciality. I don't know.
 
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Re: Specialities

Thu 26 Aug 2021, 22:29

Yeah that was my feeling.

I do think some are far more useful than others - Leechcraft and Herb Lore stand out to me, those seem to come up a lot in my games.

Maybe as a reward for a nicely written background I'd allow a player to pick one appropriate speciality. I don't know.
.
I think I like the idea of re-adding Specialities (spell check want's to make it Specialties) as a house rule. Or maybe it will be an optional rule?
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