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> Etiquette, I don´t like that its a single skill now
mintcar
post Feb 4 2005, 11:39 AM
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In 2:nd ed you had to specialize in different situations you wanted your character to be savvy in.
Because my games are less combat oriented and rely heavily on social situations, the change they made in 3:d ed, making it a general skill, simply will not do. I didn´t want to force my players to spend more skill points just to be good in this area. I wanted to encurage being proficient in many areas of etiquette. But I still wanted a corporate suit to be clueless in the streets. My solution was to keep the etiquette skill as it is, but adding an unlimited amount of specializations that limit your skill in different situations. You get twice your base skill to devide between your choice of specializations. The maximum value is your basic skill. You can later raise your specializations with karma as with any specializations. At this time the basic skill no longer limit your specializations.

Another method I´ve been thinking about is making the "specializations" knowledge skills. That way it would be sort of (but not really) like the centering skill. You have your etiquette skill, that tells you how generally good you are at handeling people. But if your knowledge of the situation your in is lower than your etiquette, that will limit how well you do. The knowledge skills could be named something other than etiquette, and maybe they could have some kind of other use as well. They could be named "smarts" for example. Street smarts, corp smarts, matrix smarts. Remember that Etiquette: streets would be no more, so the name isn´t so bad I think.

What do you think of this? What modifier should there be for defaulting to the base skill?

I don´t like making things more complicated. But this is actually one of the most important areas of my game so I think its worth it.
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Fortune
post Feb 4 2005, 12:22 PM
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QUOTE
Another method I´ve been thinking about is making the "specializations" knowledge skills. That way it would be sort of (but not really) like the centering skill. You have your etiquette skill, that tells you how generally good you are at handeling people. But if your knowledge of the situation your in is lower than your etiquette, that will limit how well you do. The knowledge skills could be named something other than etiquette, and maybe they could have some kind of other use as well. They could be named "smarts" for example. Street smarts, corp smarts, matrix smarts. Remember that Etiquette: streets would be no more, so the name isn´t so bad I think.


I do something similar to this, but the character can use any knowledge skill that would be applicable to a specific culture. For example, Gang or Organized Crime knowledge can be used for Street Etiquette, while any Martial or Mercenary type knowledge can be used for Military Etiquette.
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mintcar
post Feb 4 2005, 01:02 PM
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Cool idéa. How does the limitation work in your system? Does the knowledge skill simply indicate the maximum of dice they can use? Or do they get to use their full value in the areas where they have some knowledge?
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Grinder
post Feb 4 2005, 01:09 PM
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We still use the 2nd edition in this case. You have etiquette (military), etquette (corp), etiquette (mafia) etc.
That works just fine and so far no one's complaining about all the skills.
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mintcar
post Feb 4 2005, 01:16 PM
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It´s very good. I had some thoughts about why it would be bad, but I dismissed them. It solves the problem of etiquette being a universal knowledge of everything, and it´s an easy way of making all kinds of knowledge skills usefull in the game. Genius!

>edit< Sorry, still talking about Fortune´s method.

Grinder: So you simply let your players pay up and shut up? I guess you didn´t need to shut them up sence they never complained. Mine would though. Maybe re-introducing the Firearms skill would be the thing...
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hahnsoo
post Feb 4 2005, 01:44 PM
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The way we do Etiquette is to allow folks to "break" the rule that a specialization cannot exceed twice the general skill rating (if there is such a rule... if not, then it's a house rule). We also allow General skill/Specialization trade offs greater than 1. I.E. if a person puts 3 points into Etiquette, then they can have Etiquette 1/Street 5. The players in my group have all (with the exception of "the new kid") played SR2 extensively, and so they usually specialize with their Etiquette skill anyway because it "feels right".
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mintcar
post Feb 4 2005, 01:53 PM
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Do you allow multiple specializations of the etiquette skill?
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hahnsoo
post Feb 4 2005, 01:54 PM
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QUOTE (mintcar)
Do you allow multiple specializations of the etiquette skill?

Of course.
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mintcar
post Feb 4 2005, 02:02 PM
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I mean from character creation. Not using karma.
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hahnsoo
post Feb 4 2005, 02:06 PM
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QUOTE (mintcar)
I mean from character creation. Not using karma.

Well, from the point of view of our group, if you wanted to be an Etiquette expert (i.e. more than one type of Etiquette), you get the Etiquette general skill, but you must have a solid reason for having that general skill in the character background. Nothing short of an ex-Mr. Johnson or a UN peace treaty negotiator, basically.

I suppose that we would also allow folks to purchase the Etiquette skill twice for two specializations. With the ability to take a -2/+2 or -3/+3, it wouldn't take that many skill points. No one has found a reason to abuse these house rules yet, and I would emphasize that they are house rules that work for our particular group.
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Grinder
post Feb 4 2005, 02:08 PM
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QUOTE (mintcar)
Grinder: So you simply let your players pay up and shut up? I guess you didn´t need to shut them up sence they never complained. Mine would though. Maybe re-introducing the Firearms skill would be the thing...

I'm not the GM. I think it's a good and logical method. We all never get used to the new skill in the 3rd edition and agreed all to continue with the 2nd edition. And why complaining? Firearms had been split up, which is much worse for most chars.
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mintcar
post Feb 4 2005, 02:17 PM
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Well Grinder, thats the reason my players would complain. They´ve allready taken a hit with the split up Firearms skill. Etiquette was a pain in the butt for them in the days of 2:nd ed. Most characters would have only 2 or 3 in a couple of etiquette skills. If I would introduce that back in the game, while still keeping the Firearms skill splitt up, they wouldn´t know what to do.
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Grinder
post Feb 4 2005, 02:21 PM
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As i said, i'm not the GM, so i have to suffer under this split up too. All of the players (including me) agreed and so it's fine. :)
We're playing a more low power style, so it fits well. Most characters now have two or three etiquette skills at 3 or 4 and so far this had been enough to get through the world. Knowledge skills can be used to support the use of etiquette.

In the game most karma had been spend for initiation, attributes and weapon skills. In the current campaign, which now lasts for 60 karma total earned per character.

In my older campaigns (both player and GM), the karma had been spend on non-combat skills too, but we had a lot more karma to spend then.
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mintcar
post Feb 4 2005, 03:00 PM
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Thanks for the tips, chummers. All good ways of doing it.

It strikes me that no one so far has supported the canon way of doing etiquette. Is there no one out there who likes what they did to the skill in 3:d ed?
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Fortune
post Feb 4 2005, 03:08 PM
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QUOTE (mintcar)
Cool idéa. How does the limitation work in your system? Does the knowledge skill simply indicate the maximum of dice they can use? Or do they get to use their full value in the areas where they have some knowledge?

It's still kind of a 'work-in-progress', so there may be some bugs.

Basically, any appropriate Knowledge skill in the general area of the required Etiquette would be valid, with the Knowledge skill limiting the Active Etiquette skill as you describe. If the Knowledge skill is in the exact area necessary (ie. Yakuza Politics when talking to the local Oyaban), then the full value of the character's Etiquette skill is allowed (regardless of the Knowledge skill level), and the Knowledge skill can be used as Complimentary.
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Bigity
post Feb 4 2005, 03:11 PM
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I like to switch Etiquette skills to knowledge skills, after breaking them down into the specialties (Street, Matrix, Corp, Yak, etc etc).

OTOH, I don't use Background skills, so that frees up some points for them. (There are a couple I have to use, like Talismongering, etc, but I can only think of that 1 skill that would be effected).

EDIT: I also combat certain combat skills back under a "parent" skill, such as Pistols, SMGs, Shotguns back under "Firearms", leaving heavy weapons as Heavy Weapons, and rifles and assault rifles under "Rifles".

Kind of do the same thing with Armed Combat, which includes Swords, Knives, Clubs...basically everything that is small enough to be one-handed, which I lump under Pole Arms/Staffs. Whips are still seperate.
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Fortune
post Feb 4 2005, 03:11 PM
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QUOTE (mintcar)
It strikes me that no one so far has supported the canon way of doing etiquette. Is there no one out there who likes what they did to the skill in 3:d ed?

I like the SR3 way of doing Etiquette better than the previous versions. I just like to bring Knowledge skills more to the forefront in the game. :)
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mintcar
post Feb 4 2005, 03:11 PM
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Makes perfect sense to me. I´m stealing it right away! :)
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Fortune
post Feb 4 2005, 03:13 PM
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QUOTE (Bigity)
I like to switch Etiquette skills to knowledge skills, after breaking them down into the specialties (Street, Matrix, Corp, Yak, etc etc).

I tried that way too, which worked pretty well. I think keeping at least a part of the social aspect in the Active skill category is a Good Thing™ though.
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mintcar
post Feb 4 2005, 03:16 PM
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Yeah. Knowledge skills are never used for active tests by themselves. No need to blur the lines.
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Bigity
post Feb 4 2005, 03:17 PM
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QUOTE (Fortune)
QUOTE (Bigity @ Feb 5 2005, 02:11 AM)
I like to switch Etiquette skills to knowledge skills, after breaking them down into the specialties (Street, Matrix, Corp, Yak, etc etc).

I tried that way too, which worked pretty well. I think keeping at least a part of the social aspect in the Active skill category is a Good Thing™ though.

Negotiation? Intimidation? Seduction?

I guess it depends on what test you want to use though. I see etiqutte more as "what questions to ask and how", and the skills above as actually performing the questioning.

But seeing what you can do with that specifically calls for an etiquette test, I see your point. Hmm.
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Crimson Jack
post Feb 4 2005, 06:32 PM
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QUOTE (Fortune)
QUOTE (mintcar @ Feb 5 2005, 02:00 AM)
It strikes me that no one so far has supported the canon way of doing etiquette. Is there no one out there who likes what they did to the skill in 3:d ed?

I like the SR3 way of doing Etiquette better than the previous versions. I just like to bring Knowledge skills more to the forefront in the game. :)

Agreed. I prefer the simplicity of SR3 over SR2. We too make extensive use of characters' knowledge skills for appropriate Etiquette tests.
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Catsnightmare
post Feb 4 2005, 06:41 PM
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Had a similar issue come up in my last group. The GM's house ruled separate Etiquette skills ala 2nd edition, but had them classified as knowledge skills and increased the knowledge skill multiplyer to Int x7 to accomodate for it.
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U_Fester
post Feb 4 2005, 06:44 PM
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I prefer using the knowledge skills because it is easier for the GM to make tests as well as help expanding the PC in game.
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Rev
post Feb 5 2005, 01:04 AM
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I think it would work well for both athletics and ettiquette to give people proficiencies, one for each skill level.

So If I have ettiquitte 3 I could have specific knowlege of say street, mafia, and magical ettiquette. For all others I get a +2 modifier.

If I have athletics 4 i could choose running, climbing, swimming, and jumping, but if I tried to use athletics for lifting I get a +2 modifier.

Anyway mourning the skill web, as always.
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