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Question about Character creation combat skills


Kloster

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Hello,

 

I have a question about combat skills scores at character creation: My character has a +15% manipulation bonus, and is a Sartarite Orlanthi (Broadsword +15%).Base score for broadsword is 10%, so his final score is 10+15+15=40%. No problem on that. My question is about his score with shortsword (base 10%). Is his score:

- 20% (40/2), i.e. half broadsword score?

- 28% ((10+15)/2+15), i.e. half broadsword score (without counting bonus) + bonus?

- 25% (10+15), i.e. base+bonus?

We have decided for 25% (base+bonus), because it is higher than half the highest score, but I wish to have your opinion.

Regards,

Kloster

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50 minutes ago, Psullie said:

Keep it simple, related weapons are half your highest skill, see the Harmast example. So in your case Broadsword 40% would be all other 1H swords at 20%

Why not, but that would mean less than the default value, which seems odd. By the way, I've noticed that the rules is 'CAN use half of the highest score' (emphasis is mine).

Kloster

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Just now, Kloster said:

Why not, but that would mean less than the default value, which seems odd. By the way, I've noticed that the rules is 'CAN use half of the highest score' (emphasis is mine).

Kloster

Sure, default values would override this, I was just quoting as an example. So you would use an untrained weapon at the highest ability score for Base+Agility Mod+Culture or half your highest related weapon. Lets say your broadsword is 90%, and short sword is 35%, you could use short sword at half your broadsword (45%) or it's actual skill of 35%, but any experience checks would go to your short sword skill regardless of which you use so why penalise yourself. Once your Short sword skill reaches 46% you can start use that.

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20 minutes ago, Psullie said:

Sure, default values would override this, I was just quoting as an example. So you would use an untrained weapon at the highest ability score for Base+Agility Mod+Culture or half your highest related weapon. Lets say your broadsword is 90%, and short sword is 35%, you could use short sword at half your broadsword (45%) or it's actual skill of 35%, but any experience checks would go to your short sword skill regardless of which you use so why penalise yourself. Once your Short sword skill reaches 46% you can start use that.

Seems fine to me.

Kloster

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If you want to keep track of the skill separately, then fine, it gets separate experience when using a shortsword. But if his Broadsword skill goes up over 50%, and his Shortsword skill hsa not gone up, then it should be considered half the new Broadsword skill. I can't see it explicitly stated that this is the case, and that Shortsword skill could now start rising from the higher level (rather than experience ticks being applied to the lower skill rating) but that's how I'd rule it.

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35 minutes ago, PhilHibbs said:

If you want to keep track of the skill separately, then fine, it gets separate experience when using a shortsword. But if his Broadsword skill goes up over 50%, and his Shortsword skill hsa not gone up, then it should be considered half the new Broadsword skill. I can't see it explicitly stated that this is the case, and that Shortsword skill could now start rising from the higher level (rather than experience ticks being applied to the lower skill rating) but that's how I'd rule it.

That's what we have understood.

Kloster

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I'm keeping track of my players' skill level separate from their 'skill plus category modifier' (effective). I'd say if the skill level of one 'similar weapon' is more than double the skill level of the other, you can use half the skill level of the better as the base, for everything from training to determining your effective level by adding your modifier to it. You shouldn't be able to 'double dip' the skills category modifier.

7 hours ago, Psullie said:

...Base+Agility Mod+Culture...

Don't weapons use Manipulation rather than Agility?

For my interpretation, the Culture bonus is part of the current Skill level. I also rule that they apply as a blanket add to all the skills in their group. The character isn't going to get much in the way of overwhelming benefit from having those few extra points; they'll almost certainly specialise in one or other to the point where the extras are largely irrelevant.

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