Limited Cheap skills

jedion357's picture
jedion357
November 27, 2012 - 9:22am
Inspired by talk in a project.

I'm considering the value of limited cheap skills

a first aid skill that is just that learned on the cheap and very limited or computer access that is for those people who just know how to turn on a computer and move the mouse cursor.

thoughts are low EXP requirement and limited ability to raise it in level, and perhaps not quite as good as the use of this subskill by a full on skilled practicioner of the vocation.

for example: First Aid- cures 1d5 STA, can be learned by anyone for short EXP and limited to only 2 levels.

Computer access- Allows a character to display information on a computer they have access and limited to 2 levels

Nursing skill- more involved then first aid- allows wound treatment 1d10 first aid roll, administration of drugs and can aid the natural healing of characters to be more effective. limited to 3 levels and not as expensive as regular medical skill but costs more than first aid.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!
Comments:

OnceFarOff's picture
OnceFarOff
November 27, 2012 - 11:19am
Really not a bad idea there Jedion. IIRC - traveller does something similar with level 0 skills?

I allow some skills to have a chance for success based on 50% of the related attribute, modified for difficulty if the character has related knowledge. Your idea has merit though. Why couldn't a non med PSA know basic first aid. And I've always thought it ridiculous that a non med couldn't administer a hypospray? I think this was enforced to prop up the crazy skill point costs for the Science PSA system more than for a good reason.

Another option would be for non-techs to be able to operate machinery.

jedion357's picture
jedion357
November 27, 2012 - 12:06pm
Non techs should be able to operate machinery and many vehicles. Driving ground vehicles (and hover) should be a 0 level skill but with penaties for combat driving and a basic driving skill applicable to non flyinging vehicles and no level limits. Basic flying skill applicable to most flying craft- perhaps following the AD rule level 1 pilots a jet copter, level two air cars, level 3 orbital drop craft. Driving skill for ground vehicles is onlu really for race car drivers, banker robber get away drivers, police or anyone with a need to devote themselves to a tactical style of driving. Pilot certification is for anyone becoming a piolot. By default everyone is adequet to drive in non stressfull situations.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
jedion357
November 27, 2012 - 12:08pm
On further reflection i think we are back to the A/B skill discussion of the Alien Worlds project.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

rattraveller's picture
rattraveller
November 27, 2012 - 3:46pm

What we have here is a failure to designate. No just silly quoting there. What most skill systems give us is a skill level which really just gives us a bonus to successfully passing a roll. Few give us a good idea of about how a skill level reflects real life or what training is needed to reach that level.

Take medical for example is taking a CPR course reflective of med-1 if a character advances how are they advancing:

Boy Scout first aid, 1st Responder, EMT-B, EMT-A, Paramedic
Student Nurse,  LPN, RN, BSN, MSN, PhD in Nursing
Medical Student, Intern, Doctor, Specialist, Nobel Prize Winner

Also a character's society reflects what skills they know. Take driving for example, most 20-something Americans can drive a car. Not so sure you can say the same for the same group of Afganistans. Then again most 20-something Americans can not handle a horse and buggy unless they are Amish.

Sounds like a great job but where did you say we had to go?

Malcadon's picture
Malcadon
November 28, 2012 - 12:26pm
Yeah, the AD skill system is stupid, if you need basic computer programing skills just to "turn on a computer and move the mouse cursor."

An idea that I had was to make the game more heroic, by making the game attribute-based, and allow characters to preform a wide range of mundane tasks with attribute rolls, with exception-based skill areas for the really cool or complicated stuff.

That is, everyone can shoot a gun, do basic martial arts maneuvers (disarm, trip and the like), run a computer, operate a robot, fix stuff, provide first-aid, handle basic survival, pilot an aircraft, ride a horse (or equivalent), and so on. Just roll against an appropriate attribute.

On the other hand, things like sniping, rigging elaborate traps, fancy martial arts maneuvers (fighting multiple enemies, catching thrown knives), computer hacking/engineering, practicing medicine, pulling political or underworld strings, linguistics, astrogation, spaceship operations or engineering, programming AIs, or any academic field (ecology, psychology, and the like), would require training (with time, money and the right schooling) in order to do them. As above, you roll against attributes. I call them Skill Specialties.

I thought of the system (without skill levels) to counter long skill lists and adjustments.

Ascent's picture
Ascent
November 28, 2012 - 7:16am
Except for martial arts, I'm with malcadon. His first list of skills should be automatic. Only when they want to perform special tricks would a skill check be required.
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Malcadon's picture
Malcadon
November 28, 2012 - 12:28pm
Ascent wrote:
Except for martial arts, I'm with malcadon. His first list of skills should be automatic. Only when they want to perform special tricks would a skill check be required.

Actually, you still have to roll them, but with Skill Specialties, you could do more with them, and the mundane stuff related to it becomes easier to do.