[UA] Varying skill costs . . .
Rayburn, Russell E.
RERayburn at Columbus.gov
Wed Mar 10 12:57:49 PST 2004
Hmmmm....
Fits in nicely with the other idea of +30% to GM-interesting skills...
although it could unbalance things if players could add to their
adept/avatar skill via XP and via draining the mundane skill.
Also brings up the idea of skill rot. You know, an ace mechanic in the
1970's who can finely tune a carburetor might have problems if presented
with a fuel injected car from the 04's. Some skills ( anything scientific /
engineering related ) might have a "last used date"....
Nah. Skill rot would lead to a LOT more bookkeeping. YMMV, natch.
Not a bad idea though.
-----Original Message-----
From: luke p. [mailto:samizdatpublishing at hotmail.com]
Sent: Wednesday, March 10, 2004 3:17 PM
To: ua at lists.unknown-armies.com
Subject: Re: [UA] Varying skill costs . . .
<snip>
So maybe the player sees the character as being some poor schmoe with an
Accounting 32% and other assorted "hobby" skills, but has never faced
anything unnatural, or fought for his life. As the campaign goes on, he
loses interest in accounting....those skill points transmute into other
skills. The exact nature of the transformation (1 to 1/2 point exchange, tie
the exchange to the madness meters, make the transmuted skills related, like
"accounting" into "mathemancy" or "bribe public official" or "cook the
books", etc.) could be left up to individual tastes.
</snip>
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