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Jurij 1138
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Re: Skills Opinions!

Sat 07 Oct 2017, 10:36


I've stayed professional in trying to ignore your petty attacks and stay focused on trying to help the game, 
Yeah. As in belittling people and laughing at them. That is real professionalism, right there.
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Re: Skills Opinions!

Sat 07 Oct 2017, 10:40


I've stayed professional in trying to ignore your petty attacks and stay focused on trying to help the game, 
Yeah. As in belittling people and laughing at them. That is real professionalism, right there.
Not belittling anyone, and I wasn't every laughing at people, but at there comments, there is an important difference,
I laugh at my own comments, does that mean I'm belittering myself?...
 
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King_Kull
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Re: Skills Opinions!

Sat 07 Oct 2017, 10:48

Please, we are all Forbidden Landsmen and I don’t think that anybody here is belittling someone. So keep the peace :)
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Re: Skills Opinions!

Sat 07 Oct 2017, 10:59

Please, we are all Forbidden Landsmen and I don’t think that anybody here is belittling someone. So keep the peace :)
Agreed, keep it off the boards, (you need to complain send a message directly to me via personal messages, don't drag the forum down with this, it's unrelated to the game)
 
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Tomas
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Re: Skills Opinions!

Sat 07 Oct 2017, 12:06

Alright, this is the second warning. Keep it friendly or this thread will be closed. If this proves not to be enough, offenders will be blocked.

We are all here to contribute to make Forbidden Lands an awesome game. Bickering like this goes against that purpose.
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Fragpuss
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Re: Skills Opinions!

Sun 08 Oct 2017, 10:43

A couple of thoughts occurred to me while reading through the thread again this morning:

Resolving the wits vs. charisma (empathy?) conundrum for healing - why not have it 'float' ,e.g. use wits for physical healing and empathy for helping people recover from shock/trauma? I'm assuming here of course that mind points will be a feature of the system as they are in Coriolis? I'm all for anchoring skills to specific attributes, but there are going to be situations where mixing them up will make more sense - Agility for close combat with a dagger / rapier vs. strength for a club, anyone? One of the wits-type skills like 'Insight' could easily float the other way - one aspect for understanding 'things', one for understanding people...

Going waaaay back to the specialisation debate that started around page 2, I find myself in the 'Talent' camp.  I like the idea of specialisation, I think it's a good way of discriminating characters and adding a bit of flavour, but I also don't like long lists (of skills or anything else for that matter). I played a game called 'The Void' about 18 months ago which has a similar dice pool mechanic, but it had, I kid you not, over 100 skills, including 3 different boating skills - in a SciFi Survival Horror game! It also had a monstrously long list of talents and disadvantages, which felt way overdone.

To that end, how would people feel about a single talent called 'Specialisation' or, hang on...'Mastery' that you could take to give you, e.g. a +2 to a specific aspect of a skill, e.g. Axes or Surgery? Having it as a talent, so you have to invest the XP, I think gives some reflection of the time and focus needed to hone skills in specific areas. You just pick it every time you want to specialise in something and agree what aspect of the skill it influences with your friendly GM.
 
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Eldhierta
Posts: 368
Joined: Thu 19 Feb 2015, 10:39

Re: Skills Opinions!

Sun 08 Oct 2017, 12:44

A couple of thoughts occurred to me while reading through the thread again this morning:

Resolving the wits vs. charisma (empathy?) conundrum for healing - why not have it 'float' ,e.g. use wits for physical healing and empathy for helping people recover from shock/trauma? I'm assuming here of course that mind points will be a feature of the system as they are in Coriolis? I'm all for anchoring skills to specific attributes, but there are going to be situations where mixing them up will make more sense - Agility for close combat with a dagger / rapier vs. strength for a club, anyone? One of the wits-type skills like 'Insight' could easily float the other way - one aspect for understanding 'things', one for understanding people...

Going waaaay back to the specialisation debate that started around page 2, I find myself in the 'Talent' camp.  I like the idea of specialisation, I think it's a good way of discriminating characters and adding a bit of flavour, but I also don't like long lists (of skills or anything else for that matter). I played a game called 'The Void' about 18 months ago which has a similar dice pool mechanic, but it had, I kid you not, over 100 skills, including 3 different boating skills - in a SciFi Survival Horror game! It also had a monstrously long list of talents and disadvantages, which felt way overdone.

To that end, how would people feel about a single talent called 'Specialisation' or, hang on...'Mastery' that you could take to give you, e.g. a +2 to a specific aspect of a skill, e.g. Axes or Surgery? Having it as a talent, so you have to invest the XP, I think gives some reflection of the time and focus needed to hone skills in specific areas. You just pick it every time you want to specialise in something and agree what aspect of the skill it influences with your friendly GM.
Hi, nice to see a new face in camp Talent :D

I too like the idea of "floating" skills that can stretch over more options through being maleable and not necessarily bound to one single attribute. Simple, yet effective. Mastery as a talent could work, not too powerful or too underwhelming. In game it might be nice to give the different masteries more flavourful names though, purely for cosmetic reasons. But in the book it would save space to just go with a single mastery talent for specialization, applicable to all skills, great thought.
 
Harper
Posts: 143
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Re: Skills Opinions!

Sun 08 Oct 2017, 13:07

A couple of thoughts occurred to me while reading through the thread again this morning:

Resolving the wits vs. charisma (empathy?) conundrum for healing - why not have it 'float' ,e.g. use wits for physical healing and empathy for helping people recover from shock/trauma? I'm assuming here of course that mind points will be a feature of the system as they are in Coriolis? I'm all for anchoring skills to specific attributes, but there are going to be situations where mixing them up will make more sense - Agility for close combat with a dagger / rapier vs. strength for a club, anyone? One of the wits-type skills like 'Insight' could easily float the other way - one aspect for understanding 'things', one for understanding people...

Going waaaay back to the specialisation debate that started around page 2, I find myself in the 'Talent' camp.  I like the idea of specialisation, I think it's a good way of discriminating characters and adding a bit of flavour, but I also don't like long lists (of skills or anything else for that matter). I played a game called 'The Void' about 18 months ago which has a similar dice pool mechanic, but it had, I kid you not, over 100 skills, including 3 different boating skills - in a SciFi Survival Horror game! It also had a monstrously long list of talents and disadvantages, which felt way overdone.

To that end, how would people feel about a single talent called 'Specialisation' or, hang on...'Mastery' that you could take to give you, e.g. a +2 to a specific aspect of a skill, e.g. Axes or Surgery? Having it as a talent, so you have to invest the XP, I think gives some reflection of the time and focus needed to hone skills in specific areas. You just pick it every time you want to specialise in something and agree what aspect of the skill it influences with your friendly GM.
Well it doesn't have a long list of skills, you get to create your own, that way you get the range of a long list, and uniqueness of options, while keeping it simple,
The only long list I want to see is of monsters, not skills, not focused sub skills, nor talents (because that just trades one list for another),
 
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Jurij 1138
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Re: Skills Opinions!

Sun 08 Oct 2017, 13:38

The only long list I want to see is of monsters, not skills, not focused sub skills, nor talents (because that just trades one list for another),
I so much agree with this! KISS is the rule of thumb. Few, but broad, skills; maybe twice as many talents as skills, that add to skills instead of narrowing them. I'd like something like twice as many talents as skills.
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King_Kull
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Re: Skills Opinions!

Sun 08 Oct 2017, 13:54

I like a short list of skills - and 16 is a rather short list to me ;) - but I would like to have many talents. The reason behind this is that I want options that are already developed and thought through. And as the talents came in tiers and every talent consist of three tiers (I think this is correct) there should be enough options. With talents you can individualise your character.
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