I'm expected to have a higher number of specialties (7 or 8 is my gut reaction number) and a MASSIVE number of focuses. So many focuses, in fact, that I think it's best if they be left up to the GM/Player to determine. Every single type of firearm would each be their own focus, or each and every species of living thing. Focuses are something that, if implemented correctly (and hopefully I'll actually be able to lay it out so it WILL be implemented correctly) you'd only bother taking a focus if you KNEW you would be using it, not on the off chance that you MIGHT use it. Of course, for some Specialities, in some settings, the focuses might be harshly limited. For example, if you were a doctor on a spaceship, you would not be able to focus your biology skill on Newfound Alien Lifeform 72B, simply because you JUST FOUND IT. There was no body of knowledge for you to have studied. But that is somewhat off topic. I certainly expect most people to take a number of focuses. For example, a soldier might reasonably take 6 or 7 different weapon focuses, just because those are the different weapons he expects he might use. And that's ok. Focuses are cheap because I want a soldier who knows his next mission might take him behind enemy lines in the former soviet republic of Tehjavaisbad, to be willing to buy a rank or two of Focus: AK-47. It's up to the DM not to be a dick and say "Noooo, they use an AKA-49 here (virtually the same damn gun)!"
Now, while 10 is average human, I wasn't plan on putting an upward limit on the skills. while that extra 1d10 might be important when you only have an attribute+skill of 20, it becomes less so at 40, and even less the further up the chain you go. I've not yet worked out the difficulties, but I'm thinking that a challenging roll for an average human should be 30-35. Again, that's a gut estimate. I'm aiming for a system where the better you are at a given activity, the less you'll have to trust on luck to get you by. The "Spider man never fails his swinging roll" theory.
As for a fate system, I totally agree. I was thinking of adding a number of fate points that refresh every encounter, so people actually use the damn things. You can get more, of course, by playing to genre tropes (heroically saving the girl, engaging in a thrilling plan of attack, whatever).
Uses for fate points:
Rerolls
Add one to the roll per point spent (useful if you are close to a crit)
"The Utility Belt Effect" (The more less likely you would have had it, the more fate it costs. If the item is totally unreasonable/out of genre, then it's not possible to have it at all)
I like this idea as far as limiting the width of range you wind up with in numbers.
I like "The Utility Belt Effect" use for fate points, because as much as I like picking out a variety of special items for adventuring gear, sometimes there are useful things that aren't on the list so I forget to ask for them until the need finally arises, then every other game I'm in from then on, I'll probably ask for it even if I'll probably never need it again.
I like the dopping the extra dice and taking the highest idea too, so I'll go with that.
My only worry is that I don't want the generalist to be TOO screwed over by their choice to stick with a wider variety of skills, instead of using the Focuses. Oh well, I suppose that's why we have guinnee pigs...*ahem* I mean, playtesters.
I should be posting later this week with a list of abilities, skills, and the Functions (read: Kewl Powerz!)
Now, while 10 is average human, I wasn't plan on putting an upward limit on the skills. while that extra 1d10 might be important when you only have an attribute+skill of 20, it becomes less so at 40, and even less the further up the chain you go. I've not yet worked out the difficulties, but I'm thinking that a challenging roll for an average human should be 30-35. Again, that's a gut estimate. I'm aiming for a system where the better you are at a given activity, the less you'll have to trust on luck to get you by. The "Spider man never fails his swinging roll" theory.
As for a fate system, I totally agree. I was thinking of adding a number of fate points that refresh every encounter, so people actually use the damn things. You can get more, of course, by playing to genre tropes (heroically saving the girl, engaging in a thrilling plan of attack, whatever).
Uses for fate points:
Rerolls
Add one to the roll per point spent (useful if you are close to a crit)
"The Utility Belt Effect" (The more less likely you would have had it, the more fate it costs. If the item is totally unreasonable/out of genre, then it's not possible to have it at all)
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I like "The Utility Belt Effect" use for fate points, because as much as I like picking out a variety of special items for adventuring gear, sometimes there are useful things that aren't on the list so I forget to ask for them until the need finally arises, then every other game I'm in from then on, I'll probably ask for it even if I'll probably never need it again.
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My only worry is that I don't want the generalist to be TOO screwed over by their choice to stick with a wider variety of skills, instead of using the Focuses. Oh well, I suppose that's why we have guinnee pigs...*ahem* I mean, playtesters.
I should be posting later this week with a list of abilities, skills, and the Functions (read: Kewl Powerz!)
Reply
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