Subject | Re: [dq] Spy - a new angle |
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From | AndrewW@datacom.co.nz |
Date | Wed, 9 Oct 2002 08:34:49 +1300 |
Reading through, I initially like the grouping of skills - it makes it appear less of a hodge-podge. The write-up of the subskills looked reasonably balanced and useful without being out-of-scope or crushing other skills. The language skills each seem to add value without devaluing other people's language skills. The disguise skills (troubadour) look far more useful than the equivalent troubadour skills for adventuring, which is appropriate. The information assessment (knowledge) looks similar to the base knowledge you get for having a skill, and I would usually get the skill rather than just a speciality, unless I got a lot of specialities, in which case, it becomes really useful. However, putting my player hat on, my spy would take the fieldwork (thief) group on principle, but very few of the subfields, as traps, locks & safes, sleight of hand, and some of enhanced memory is covered by thief. The people skills (courtier) group also looked really useful, until I realised this is almost completely roleplayed. GMs generally won't let you make a roll and change their NPCs' behaviour, but good roleplaying will generally let you get all sorts of info. My thoughts for the fieldwork problem are : - you can operate at the higher of the two ranks, or - you get +2%/Rank of spy, or - the subskills from the two professions overlap without complete replacement - e.g. * thieves pick locks faster, but spies open safes * thieves pick pockets, spies swap briefcases * thieves spot a wider range of traps, but spies deactivate without breaking them There are 22 subskills and 5 groups here. A Rank 10 spy would have 4 groups almost completely learnt, or the meat of all five groups, at 1 group or 2 subskills / Rank. A rank 5-7 spy would have about half the available skills. As long as we don't get a "skirmish effect" from one group or sub-skill better much better for adventuring than the others, two rank 5 spies should be significantly different while both being skilled in a large area of their profession. Other small problems: Manipulation is too broad a skill. Bureaucracy is useable anywhere with a structured organisation (like a bureaucracy), not just (or necessarily all) courts. What is seal breaking? How does hiding integrate with stealth? shouldn't there be a trailing / betrailed subskill? where is the "jump from helicopter to ski down mountain while using machine gun to kill the bad guys behind you" subskill? Andrew -----Original Message----- From: salient@kcbbs.gen.nz [mailto:salient@kcbbs.gen.nz] Sent: Tuesday, 8 October 2002 10:23 p.m. To: dq@dq.sf.org.nz Subject: [dq] Spy - a new angle After sifting through people's various comments, the structure I proposed in my version 2.0 (sketch design) [get some stuff at rank 0, and then abilities with each rank] was beginning to break down. Too many things were being shifted to the 'gain at rank 0 and get better at gradually' category, so that we were back with most spies looking very similiar to each other. Also, the abilities or skill-ettes, (sorry Ian, frypans kept leaping to the mind), were becoming unbalanced - some having more stuff than others. So rather than amalgamating them, I started breaking them down more, and ended up with these five fields of expertise: Fieldwork, People Skills, Language Skills, Disguise Skills, Information Assessment. Now I'm stuck as to how to integrate the 'get more abiulities' 'get better at abilities' and ranking (with or without ep considerations). Perhaps this whole grouping into fields structure isn't leading anywhere. Any ideas? Comments, discussion? Regards, Sally -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Spy - a new angle |
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From | m.parkinson@auckland.ac.nz |
Date | Wed, 9 Oct 2002 10:05:04 +1300 |
Just a quick reply concerning > [...] Also, the abilities or skill-ettes, (sorry Ian, frypans kept > leaping to the mind), were becoming unbalanced - some having more stuff > than others. Don't worry too much about unbalanced "skillettes". Some things in the other professional skills are more useful than others as is shown by the order in which they choose the skills, e.g. Troubadours (even those who take up the skill just to maximise their offensiveness with trumpet &/or bagpipes) normally take "simulate emotion" or "acrobatics" early on; most MilScientists take "skirmish." Aside: Rather than skillet, do you prefer the term "micro-competency" -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Spy - a new angle |
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From | errolc@tranzlink.co.nz |
Date | Wed, 9 Oct 2002 11:00:48 +1300 |
Firstly, thanks for the work Sally. I'll comment on the specific abilities at a later stage. > -----Original Message----- > From: m.parkinson@auckland.ac.nz [mailto:m.parkinson@auckland.ac.nz] > > Aside: Rather than skillet, do you prefer the term "micro-competency" > > The broader areas being fields fits with mil sci and (kind of) philosopher. Other skills talk about abilities, but these are normally fairly specific. sub-skills that give abilities? eg Hiding sub-skill (or sub-field if you prefer) gives two specific abilities: find hiding place, stay hidden. Can I just see if I have understood the proposal correctly? Not just the technical framework, but the approach. Rank 0: boosted observation skills, so more likely to perceive stuff (including secret doors, traps etc), but can't do anything else special with these abilities. Bonuses to perception-based stuff at GM whim. You _also_ choose a field (eg fieldwork)? - I found the language a little unclear. Another option would be to delay this until rank 1 (like mechanician), but rk0 it seems a bit 'light' if we do this. If you have a field, you have a basic competence in each of its sub-fields. You can attempt the abilities with a much better chance than someone without the field (there not being too much difference between 'amateur' and 'the wrong sort of spy' in this regard.) Closest equivalent to this approach that we have now would be mechanician? Formula might, for example, let you add your appropriate stat to the base chance (or give a halfway OK base chance in the first place). Might also take into account overall Spy rank (although I think overall rank is less important to Spy than it is to say Courtier - IMO) Later ranks: choose another field, or two sub-fields (which can be double-upped). This gives another (rank-based) bonus to base chance for the abilities within the subfields. Effective rank can be higher than overall rank due to double-ups. Cheers Errol -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |
Subject | Re: [dq] Spy - a new angle |
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From | salient@kcbbs.gen.nz |
Date | Wed, 09 Oct 2002 19:23:46 +1300 |
Errol said: >Can I just see if I have understood the proposal correctly? Not just the >technical framework, but the approach. My intention was not quite as you described, no doubt due to my fuzzy language. Yes, at rank 0 get observation skills, and one broad field. BUT When one gets a broad field, then they get the introductory paragraph bit, but not the actual sub skill abilities until they choose the two at the next rank. This to give the diversity of mid ranked spies. Yes, the subsequent ranking bit seemed to be what I meant. Regards, Sally >Rank 0: boosted observation skills, so more likely to perceive stuff >(including secret doors, traps etc), but can't do anything else special with >these abilities. Bonuses to perception-based stuff at GM whim. >You _also_ choose a field (eg fieldwork)? - I found the language a little >unclear. Another option would be to delay this until rank 1 (like >mechanician), but rk0 it seems a bit 'light' if we do this. > >If you have a field, you have a basic competence in each of its sub-fields. >You can attempt the abilities with a much better chance than someone without >the field (there not being too much difference between 'amateur' and 'the >wrong sort of spy' in this regard.) Closest equivalent to this approach that >we have now would be mechanician? Formula might, for example, let you add >your appropriate stat to the base chance (or give a halfway OK base chance >in the first place). Might also take into account overall Spy rank (although >I think overall rank is less important to Spy than it is to say Courtier - >IMO) > >Later ranks: choose another field, or two sub-fields (which can be >double-upped). This gives another (rank-based) bonus to base chance for the >abilities within the subfields. Effective rank can be higher than overall >rank due to double-ups. > >Cheers >Errol > > >-- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- > -- to unsubscribe notify mailto:dq-request@dq.sf.org.nz -- |