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> Character Creation: Skill Groups Question
Nim
post Jun 22 2006, 03:33 PM
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QUOTE (James McMurray)
If you've got a copy of that first character it doesn't make it any harder to sanity check characters that used groups vs. characters that didn't, because the info will be at your fingertips.

You're right about the BP / karma divide being another problem there. You definitely need that initial sheet. But I was thinking more of people who bought skill groups with karma and then later broke them, as opposed to people who bought the skills up individually (also with karma).
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PH3NOmenon
post Jun 22 2006, 04:06 PM
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QUOTE (Butterblume)
I want to put in a vote for "breaking up skillgroups can also be done at chargen" ;).

I allow it for my players, I think it isn't really that abusable. It's imo a good way to have a more rounded (and logical) char at generation.

seconded
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James McMurray
post Jun 22 2006, 04:57 PM
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Can you buy skill groups up with karma?
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Grogs
post Jun 22 2006, 05:03 PM
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QUOTE (James McMurray)
The primary effect of allowing upgrading of skill groups during character generation is probably a larger percentage of generalists. Depending on your viewpoint, this is either a good or bad thing. I think most would call it good, but some don't like systems that reward what is viewed as overgeneralization.

I kind of 'feel' (I know, that means nothing) that they intended for you to have to make a choice - either your character is very good at a few things or decent at a lot of things. Paying a hefty premium to max out that last attribute point is the most obvious example that comes to mind. Truthfully though, as long as all the characters and NPC's in a particular campaign are created using the same system (either allow or disallow) the difference wouldn't be huge.
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Nim
post Jun 22 2006, 06:27 PM
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QUOTE (James McMurray)
Can you buy skill groups up with karma?

Don't have a book handy here, but I THOUGHT you could. Anyone?
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Geekkake
post Jun 22 2006, 06:32 PM
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QUOTE (Nim)
QUOTE (James McMurray @ Jun 22 2006, 11:57 AM)
Can you buy skill groups up with karma?

Don't have a book handy here, but I THOUGHT you could. Anyone?

Yeah, you can buy skill groups with Karma. Once it's broken up, however, all skills must be raised to an even match before adding new points to the group.
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Kyoto Kid
post Jun 22 2006, 07:28 PM
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QUOTE (Geekkake)
QUOTE (Nim @ Jun 22 2006, 01:27 PM)
QUOTE (James McMurray @ Jun 22 2006, 11:57 AM)
Can you buy skill groups up with karma?

Don't have a book handy here, but I THOUGHT you could. Anyone?

Yeah, you can buy skill groups with Karma. Once it's broken up, however, all skills must be raised to an even match before adding new points to the group.

...yes you can, I believe it costs 5 Karma x new level

[edit]
...ooops looks like someone beat me to the punch on this "*Ow!* Where's that mage with the heal spell?
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Ryu
post Jun 22 2006, 11:05 PM
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Skill groups enhance the "basic knowledge" of characters, no doubt. SR2 accomplished the same thing by using skills like "firearms". SR3 split many core skills up to allow for skill set diversity. SR4 is a good compromise, as both "number crunching" by selecting only needed parts and "reality gaming" by simulating probable skillsets are possible.

Alltough Iīm in the camp of "not allowed, therefore forbidden", permitting the splitting of groups at chargen improves the diversity of chars whithout overwhelming potential for misuse.

Sanity-checking canīt be recalculating, as costs differ between chargen and char improvment.
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Abbandon
post Jun 27 2006, 02:04 AM
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Hmmm i've had the very same thought as the original post when i was making my guys for the first time. Not only that but i also thought you should be able to replace some of the skills in a group. Like instead of taking firearms group and getting auto,long, and pistols, you could take heavy weapons, thorwing weapons, and exotic long ranged weapons.

I dont see how skill swappage or group breaking would affect gameplay at all. When you raise individual skills your paying MORE points this should negate any feeling of unbalancing something.

The way i read the rules for improving group skills are as follows. Yeah sure go ahead and raise a specific skill for its normal individual cost. However. You will not be able to raise all the skills in a group for the cheaper group rate again until you raise the others individually up to the highest skill in the group.

The only thing they didnt want you to be able to do was raise an individual skill and then raise the group later on like this example:

Firearms (group) (5) auto, long,pistol. Then you spend some karma to raise longarms and have Firearms (group) (5) auto, long (6), pistol. AND THEN try to raise the entire group with karma at the reduced cost. Firearms (group) (6) auto, long(7), pistol.

They werent saying no you cant raise things individually. They were saying you dont get the reduced karma cost unless all the skills in the group are of equal rating.
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And what possable difference could it make to let somebody raise a different set of weapon skills for the same price as somebody else. For example switching out automatics for heavy weapons. Who cares??? The person lost the ability to use automatics. That sounds like enough of a penalty

Why does bob get to work on 3 firearm skills for less karma than Fred just because Fred wants to use different weapons?
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Samaels Ghost
post Jun 27 2006, 02:59 AM
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I think it is because Heavy weapons isn't generally included or emphasized in training. You're more likely to me trained in common weapons (pistols, riflesand automatic weapon) than the big boys (bazooka, RPG, Heavy machine guns).
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