[UA] Varying skill costs . . .

Liam Routt liam at routt.net
Mon Mar 8 14:09:40 PST 2004


Rayburn, Russell E. wrote:
> For some skills pro-rating to work, you'd have to figure out which skills
> are more important ( as Susan rightly points out ).  The "distracting breast
> implants" might just stop a fight in some GM's minds.

I think that any skill a player chooses for his or her character is of 
significant importance - it is part of defining the character. If it isn't 
really part of that definition in any meaningful way then it shouldn't be 
there... And if it *is*, then it "deserves" its points cost.

If "Jumping" seems like an insignificant skill for the character, the 
player should take something that covers more conceptual territory (or 
another concept altogether) like "Getting Physical". But if "Cat Lore" 
seems to be an important part of a character, that is just fine as well.

Indeed this flexibility is what I think makes this aspect of UA so strong 
- the character skills are self-balancing, in that their relevance is 
appropriate to the characters themselves, not some artificial objective 
set of categories.

Any move away from this seems to be needless complexity.

Take care,

Liam
--
Liam Routt                                               liam at routt.net
Darcsyde Productions                     http://www.routt.net/Caligari/

        -- still waiting for the Absolute Destiny Apocalypse --



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