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Alternate Skill System

Posted: Mon Oct 12, 2015 4:22 pm
by Sijo
For the most part, I'm happy with BASH as it is. :) The only part I didn't like was the required balanced between Advantages and Disadvantages (and that has been addressed.)

But now that I'm rereading the system, I realize I don't like the skill system. In my opinion, being very smart (or very agile) does not automatically mean the character should know a specific number of skills (I'm running into this a lot as I'm trying to adapt characters into the system.) The current solution via the Skillful Advantage and Unskilled Disadvantage is kind of misleading, because they sound more intensive than they are. For example, assume a character only needs 1 mental skill but has a Mind of Two, so I must give him Unskilled to lower the number of slots; it's technically OK but it *sounds* like he's dumb.

So, I propose the following system:

All characters start with only two skills: one representing their occupation, and one for their native Language. Both are for free. Any other skill however, will cost 1 character point each.

Example: Kyoji is a Japanese Giant Robot pilot. He begins play with two skills, Pilot/Giant Robot and Japanese for free. If his player also wants him to speak English, he must pay 1 CP.

Note that it is possible to raise the level of the skill or add additional specialties again at a cost of 1 CP.
Example: Kyoji could raise his Robot skill to +1, or add Pilot/Jet for 1 CP each.

Optional rules:
*Hobbies: The Narrator might decide to allow the players to start with an extra skill for free based on a hobby of their character's IF a) it's justified in the character background and b) it's something useful, not just a harmless hobby like stamp collecting. Example: Someone who owns a ship might have Sailing/Piloting.
*Required Skills: Depending on the setting, the Narrator might require all characters to start with an appropriate free skill, for example a campaign set in a desert would require Outdoors/Survival.

Opinions?

Posted: Tue Oct 13, 2015 7:09 pm
by fairytalejedi
If you have Mind 2 but only want one mental skill, you can raise the skill multiplier to x3 or add a second specialty to the single x2 mental skill.

Just pointing out other options under the existing system. :)

Posted: Tue Oct 13, 2015 7:20 pm
by BASHMAN
Sijo, this is an interesting idea, but I'd suggest having each skill that you learn be half a character point. 1 CP per skill seems a bit too expensive, especially compared to a power.

You might also consider letting the character have 2-3 skills to represent their profession, as some professions definately cover more than one thing.

Posted: Tue Oct 13, 2015 8:10 pm
by Sijo
Hmm, nice points to consider. Thanks you both!

Posted: Tue Oct 13, 2015 9:20 pm
by Baelor
Personally, i like the fact that you get automatic skills with Mind, just as you do with Agility.

Unlike many other games, BASH does a great job at creating competence at character creation. I have run the game for years, and NEVER had a player say they had too many skills. If it were ever to happen, I think I would encourage the player to consider the character's hobbies and interests for other skill picks.

Posted: Tue Oct 13, 2015 9:58 pm
by Sijo
I guess it's just my personal mindset; I feel odd that I *have* to pick a specific number of skills just because a character has X Mind or Agility. Maybe I should do it backwards- pick the skills first and then base the Stats off that. It doesn't help that in BASH it's possible to default to any skill; if skills were all-or-nothing it would be easier to choose (when adapting the comics, it's hard enough to tell if a character has X skill or just lucked out on a theoretical die roll.)

I do agree now that one CP might be too expensive, though. Maybe I should allow a skill point pool (at 2 SP per 1 CP) instead, with the option to save some for later use.