[UA] Unknown Skills
Nikos Vlaseros
nikodimos at pathfinder.gr
Sat Mar 8 05:22:18 PST 2003
> I've heard the normal arguments. Players aren't expect to roll as
> much as other games. etc. etc. In a way I see that point. Like when
> they have a certain level of lock picking skills, I let them break
> into a window without rolling. That's ok. But when a fight breaks
> out, everyone MUST roll. So in a way, the game is skewed to favor
> people who took fighting skills. I prefer an honest game. I would
> have added 50 to everyone's skill points so everyone could just roll
> and be done with it.
I don't find that in any way wrong. Stressful situations such as combat are going to favor those who have the appropriate skills. But to make a difference the skills that involve combat should be high and therefore leave less points for anything else. So in a game of Unknown Armies, where some skills automatically succeed when used casualy (even with low percentage score) the guy with the combat skills can only fire a gun, say, with 50% accuracy, while the other characters do everything right most of their lives. This should be reflected in the course of the game. Unless your games are very combat-oriented (most UA games aren't) the other guys are going to outshine the gun-freak most of the time.
Off course you could create tense situations that require rolls for other skills too ("I cannot play golf to save my life").
Side note: Why do you have so many examples involving Greek History in the rulebook John? Childhood Trauma?
Nick Vlaseros
"...and then we know that we have looked back through the ivory gates into that world of wonder which was ours before we were wise and unhappy."
H.P.Lovecraft "Celephais"
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