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Dentris
It's something I've been using a lot when playing SR3, and i wanted to add it to SR4.

Some skills are really helpful when using others. (Camouflage when trying to remain stealthy, Enginneering when trying to improve a firearm, etc.)

When such circumstances occur, and when a character is trained in both the main skill and the complementary skill, roll 2 different dice pool.

The first pool is made using the complementary skill rating and it's relevant attribute. Each hits acheived in this roll is then added to the dice pool of the second skill check.

The second skill check is made with the main skill rating, it's relevant attribute and all the normal skill modifiers.

Example: Swarm ™ is trying to hide in the forest. He has Agility 5, Intuition 3, Inflitration 3 and Disguise 2. First he rolls his complementary skill (Disguise + Intuition for a total of 5 die) to see how well he is able to use camouflage and achieves 2 hits. His main skill dice pool (Agility + Infiltration) is improved by two, for a total of 10 die.

Comments?
yesman
That's pretty much the way we did it in the last game I played.
Jaid
QUOTE (Dentris)
Example: Swarm is trying to hide in the forest. He has Agility 5, Intuition 3, Inflitration 3 and Disguise 2. First he rolls his complementary skill (Disguise + Intuition for a total of 5 die) to see how well he is able to use camouflage and achieves 2 hits. His main skill dice pool (Agility + Infiltration) is improved by two, for a total of 10 die.

funny... that doesn't sound very much like Swarm at all, if you ask me nyahnyah.gif

anyways, i think it was pretty much done this way in SR3. mostly the skills that helped were knowledge skills though, iirc...
Dentris
In SR3, you only get to roll for a complementary check if you had at least one success in you main check, and you received one success for every two successes acheived in the complementary check.

Jaid: I used the first name that came to mind and it was your character...I edited my post in order to respect copyrights. wink.gif
Kyoto Kid
...I'll have to talk my GM into using this houserule.

Letsee,

Negotiation + Charisma [+ hits from Complementary Skill: Psychology]

That should do the trick.
ElFenrir
I like the idea, i really liked how complimentary skills worked in SR3. I dont see why they couldn't work in SR4. (Either 2 hits on Comp test=1 real hit, or as you do it, each hit is extra die to roll for real test.) If anything, i think it encourages rounded skills..someone taking a skill group at 2 has a broad range of skills that can compliment each other.
Fortune
If I were to use this, I would probably restrict the Complimentary Skill used to just Knowledge SKills, as in SR3.
Dentris
Well, part of the plan was giving a use to the camouflage specialization of Disguise...I think it's a GM call anyways. (And it's far from broken. On average, you need a complementary pool of at least 9 die in order to get an additional hit on your main check.)

I would add a little restriction, though. When making a complementary skill check, the time taken for the skill is essentially doubled, same things when using it for an extended test.

This mean the take aim action could be a complementary skill. Roll Intuition+Perception, all hits are added to the attack pool. I wonder if it's too broken, though.
djinni
this overcomplicates the system.
instead of
<roll dice, apply hits>
it's
<roll dice, apply hits>
<new dicepool>
<roll dice, apply hits>
it slows down game play, less emphasis on the game and more on rolling dice.
this system isn't about huge dicepools.
but if your group prefers that then it's great.
Fortune
You could always apply the rules for purchasing successes to speed it up. For every four (full) points in the character's Complementary Pool, add 1 dice to the actual Active Skill being attempted. Make it so there's no roll whatsoever, a kind of instinctive thing.
Butterblume
QUOTE (djinni)
this overcomplicates the system.
instead of
<roll dice, apply hits>
it's
<roll dice, apply hits>
<new dicepool>
<roll dice, apply hits>
it slows down game play, less emphasis on the game and more on rolling dice.

I give to you, GM fia... ehrm discretion.

Here is how I handle it:
The player who makes the roll tells me if he deems he has an appropriate knowledge skill which might increase his chances. I think it over for a few seconds, and give him a +0 to +3 modifier to his dicepool, depending the broadness of his appropriate knowledge skill, rating of skill and how I think it can be applied to the roll.

So far it worked pretty good.
Kyoto Kid
QUOTE (djinni)
this overcomplicates the system.
instead of
<roll dice, apply hits>
it's
<roll dice, apply hits>
<new dicepool>
<roll dice, apply hits>
it slows down game play, less emphasis on the game and more on rolling dice.
this system isn't about huge dicepools.
but if your group prefers that then it's great.

...I disagree. It worked fine in SR3 & really didn't impact the flow that much at all. Once you know your character's skill set (that should take maybe one session) it is almost automatic. Besides, it makes Knowledge skills more useful.
djinni
QUOTE (Kyoto Kid @ Dec 2 2006, 01:20 PM)
...I disagree.  It worked fine in SR3 & really didn't impact the flow that much at all.  Once you know your character's skill set (that should take maybe one session) it is almost automatic.  Besides, it makes Knowledge skills more useful.

my example was assuming the individual already knew all his appropriated dicepools and related modifiers. if they don't then you slow things down to a crawl.

the purchasing method would work best, except in unresisted tests

in SR3 you rolled a whole lotta dice.
in SR4 the average dicepool is supposed to be around 6.
if you add this you start increasing the dicepools beyond an equal amount.
IvanTank
what about this? I imagine he is using a combination of gymnastics, running, climbing and unarmed combat, all being complimentary at some points.

Note, while this was staged for a movie, the actor, David Belle, does this sort of thing all the time in real life.
djinni
QUOTE (IvanTank)
what about this? I imagine he is using a combination of gymnastics, running, climbing and unarmed combat, all being complimentary at some points.

Note, while this was staged for a movie, the actor, David Belle, does this sort of thing all the time in real life.

I don't see them being complimentary he's combining actions.
holding the rope and kicking the guy in the face? two different checks.
pretty much everything he's done in that clip is covered by the athletics skillgroup
Kyoto Kid
QUOTE (djinni)
QUOTE (Kyoto Kid @ Dec 2 2006, 01:20 PM)
...I disagree.  It worked fine in SR3 & really didn't impact the flow that much at all.  Once you know your character's skill set (that should take maybe one session) it is almost automatic.  Besides, it makes Knowledge skills more useful.

my example was assuming the individual already knew all his appropriated dicepools and related modifiers. if they don't then you slow things down to a crawl.

the purchasing method would work best, except in unresisted tests

in SR3 you rolled a whole lotta dice.
in SR4 the average dicepool is supposed to be around 6.
if you add this you start increasing the dicepools beyond an equal amount.

...I would run it the same as SR3 where every Two successes (or hits) on the comp skill adds one to the active skill. This would keep the final DPs from becoming too ludicrous. Basically most characters I've seen had an average rating of 3 in a given Knowledge skill and rating 4 in the linked Attribute, yielding a base of 2 hits which equals one extra die to the active skill. That is not too much out of line. Also, I do not generally allow comp skills to be used during combat.
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