[UA] Varying skill costs . . .

Saul gorbag at swiftdsl.com.au
Tue Mar 9 06:01:08 PST 2004


I agree here. Just give 15% to "interesting character trait" type skills,
and spend the serious points on things that you'll actually have to use
under pressure. Another thing to do if you're the GM is to be more flexible
about allowing players to roll significant checks (instead of major) when
using these "less useful" skills in stressful situations. Ok, so "hold your
breath" isn't going to be used every five minutes, but if you can spend just
15 points on it but roll it against your Body of 60, it may just come in
handy.

Saul

"Unknown Armies -- A Roleplaying Game of Power and Weird Hairiness"


----- Original Message -----
From: "Greg Stolze" <holycrow at mindspring.com>
To: "The Unknown Armies RPG Mailing List" <ua at lists.unknown-armies.com>
Sent: Tuesday, March 09, 2004 2:03 PM
Subject: Re: [UA] Varying skill costs . . .


>
> >
> >As for more obscure skills, like the Cat Lore, I think that they fall in
the
> >Accounting skill category.  They run counter to the point of the game,
> >unless of course the individual with the skill is a proto-adept or
something
> >like that.
>
> Another factor to consider is whether you really NEED more than 15% in Cat
> Lore.  Are you expecting a lot of highly stressful cat care crises?  ("The
> hairballs... just... won't... STOP!")  If you take something where almost
> all imaginable checks are minor, you don't need to spend a zillion points.
>
> -G.
>
> Who now wants to run a game where the really sexually alluring GMC is
> heavily into cats and won't look twice at anyone who can't explain the
> difference between a Seal Point and a Blue Point Siamese.
>
>
> _______________________________________________
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> UA at lists.unknown-armies.com
> http://lists.unknown-armies.com/mailman/listinfo/ua
>




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