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Skills #5

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tukkek opened this issue Mar 17, 2017 · 9 comments
Open

Skills #5

tukkek opened this issue Mar 17, 2017 · 9 comments

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@tukkek
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tukkek commented Mar 17, 2017

It's not always easy to determine what skills will be useful. You'd imagine it'd all boil down to Computer Use but that's not the case, especially considering IRL actions such as Treat Injury.

@tukkek
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tukkek commented Mar 17, 2017

  • Bluff: can be used to try to hide in plain sight (DC10+frame level), hide is rolled under -10
  • Decryption: Haven #18
  • Electronics: requires kit Designing hardware #17
  • Forgery Haven #18
  • Gather information Gather information #21
  • Hacking (should be highlighted or even pre-selected)
  • Perceive: used by ICE to track a someone in a nearby node, at -5 (or -2 if jacker) ICE #6
  • Medicine: having bought a medikit, allows for self-care
  • Stealth: see Perceive
  • Pharmaceutics: requires a kit Drugs #16
  • Profession: Leveling up #3
  • Research Frames #12
  • Technology (knowledge)

@tukkek
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tukkek commented Mar 17, 2017

There won't be assignment of skill points, rather it's assumed all class skills are always maxed out. This might be a problem with Advanced Classes later on but it should be easy enough to just assume their skill list / points is the same as the Webcrawler's #2

This might not be the best approach, actually. It would mean a player is stuck with his initial choice to the exclusion of everything else and provides a lot less opportunity for customization. On the other hand, there skill feats and chips... Maybe start with that and improve upon on 2.0.

This was referenced Mar 17, 2017
@tukkek
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tukkek commented Mar 17, 2017

Character#skills

Skills#proficient=[]
Skills#COMPUTERUSE='computeruse' //key for ranks
Skills#usecomputer() //return ranks plus ability and misc bonus
Skills#bonuses={} //feats, etc

@tukkek
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tukkek commented Mar 17, 2017

Proficient ranks: level + 3
Non-proficient: Math.floor((level + 3)/2)

Probably better not to even bother with non-proficient skill ranks, just use ability bonus.

@tukkek
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tukkek commented Mar 17, 2017

It should be possible for players to use a skill proficiency slot to add a permanent +1 bonus to a given skill. This is not really recommended but should be possible, to do this just have a skill list and a "bonus". Players will notice that when they click the "proficient" checkbox they'll gain a big bonus to the skill for 1 point, while adding to the "mastery" will only add 1 despite costing the same thing.

@tukkek
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tukkek commented Mar 17, 2017

There also needs to be a column "Skill emphasis" (feat and talent), which gives a once-only +3 bonus.

Skills#emphasis=[]
Character#advanceskillemphasis=0

@tukkek
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tukkek commented Mar 17, 2017

Skills rolls are made under a certain DC. Most of the time, if the skill can be won with a take 10, it should. So skill rolls should be something like this:

boolean Skills#usecomputer(int dc,boolean taketen) //calls:
boolean Skills#roll(int skill, int ability, int dc,boolean taketen) //calls:
int Skills#roll(int skill, int ability) //allows for opposed checks too

Rolling 20 is always a hit, 1 is always a failure.

@tukkek
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tukkek commented Mar 17, 2017

The DC chart from page 49 is great:

0 very easy
5 easy
10 average
15 tough
20 challenging
25 formidable
30 heroic
35 super-heroic
40 nearly impossible

@tukkek
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tukkek commented Mar 17, 2017

Taking 20 should be an option ins some cases, especially off the web.

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