Senior Member
Volunteer Data File Contributor
Join Date: Aug 2009
Posts: 1,550
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Unfortunately, the Skill Specialization is something Hero Lab can't support. It takes the entire game system and flips it on it's ear. We'd have to re-write the whole game system package form scratch for it to work right.
_ Currently In Development: Savage Pathfinder, SWADE Fantasy Companion Future Development: SWADE Super Powers Companion, SWADE Sci-Fi Companion _ Currently Running: Savage Unity Inc. (homebrew multiverse theme) Setting Files Supported: Deadlands: Reloaded, Flash Gordon, Gaslight, Hellfrost, Interface Zero 2.0, Seven Worlds, Slipstream, Solomon Kane Future Setting Files: Savage Judge Dredd |
#11 |
Senior Member
Join Date: Feb 2010
Posts: 874
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I thought I remembered that being an issue, and as I recall, that's the default assumption in IZ. No help for it. The only thing I can think to do is use Custom Skills to list a specialization, then something like half-cost Edges (as SeelyOne mentions) to represent new Specializations. The custom skills would tend to bork up some Edges though, so its nasty.
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#12 |
Senior Member
Join Date: Nov 2009
Posts: 891
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No need for the custom skills. The only place that it actually comes up on a character sheet is the weapons. The rest is situational. Just make a mechanic that applies the mod as I described.
Evil wins because good rolls poorly .... or the players are not paying enough attention to the game. |
#13 |
Senior Member
Join Date: Feb 2010
Posts: 874
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The problem is, how do you know what Specialties you took? As I recall there's no text pulldown for skills. Only way I know to do it is with the Custom Skill functions.
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#14 |
Senior Member
Join Date: Nov 2009
Posts: 891
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If you do what I said, it would tell you. They would appear as Edges. "Pilot - Starship" for example.
Evil wins because good rolls poorly .... or the players are not paying enough attention to the game. |
#15 |
Senior Member
Join Date: Feb 2010
Posts: 874
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That doesn't help with the Edge that applies to the skill when you first purchase it though; you still need to know which specialization that applies to, and it doesn't cost anything extra.
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#16 |
Senior Member
Join Date: Nov 2009
Posts: 891
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Oh, you mean for when you first get the skill. The only way to do it is to just add a half an edge each time that you get a skill. Easy way is to make a mechanic that totals the number of skills, then gives that value x 0.5. It is not perfect, but it works.
Evil wins because good rolls poorly .... or the players are not paying enough attention to the game. |
#17 |
Senior Member
Join Date: Feb 2010
Posts: 874
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Yeah, the whole process suffers from the fact it isn't self-evident which Edge will be associated with which skill, which could make it easy to forget; and of course it'll clutter up the Edge listing pretty fierce if you accumulate many of them.
Its just not an ideal situation, but there you are. |
#18 |
Senior Member
Join Date: Sep 2009
Posts: 173
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Would it be possible to create a hindrance that applies a -2 to all skills and then the specialist skill to counter act the hindrance.
Salcor |
#19 |
Senior Member
Join Date: Nov 2009
Posts: 891
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That is how it would work for weapons, but all other skill uses are situational.
Evil wins because good rolls poorly .... or the players are not paying enough attention to the game. |
#20 |
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