I've been playing around with adding the Skill Specialization option from Savage Worlds Deluxe. I think the tricky thing is making it somewhat useful for different settings since people may have different ideas about what focuses there should be for the skills. Since it's not mentioned on any of the forums I'm guessing it's not a popular option but I rather like it for more gritty settings.
My general strategy after a few tries is this:
Could anyone tell me if this is a good approach, or am I trying something that just won't be possible? I've thought of setting it up using lists or the existing WeaponType for equipment but I think that might be too rigid.
My general strategy after a few tries is this:
- Add flag for SkSpecial
- Make each skill that can be specialized be non-unique and allow domains to be set if SkSpecial is set(similar to Knowledge skill) . isunique="no" <tag group="User" tag="NeedDomain"/>
Q: should this be done in thing_skills.dat or can it be done in separate data file - You buy the initial skill with one focus at the regular price. If you buy the skill again with a different focus you only pay 1 skill point (rather than Knowledge where you pay full price for each time you buy it in a new domain).
- Add field (or is a tag group better?) for different weapons called WeaponSk which is the skill specialization (matching skill domain) that is needed for that item.
Q: what's a good way to do this differently for different settings? Just define weapons separately for each setting or can we somehow change the field during initialization for a new setting. - WeaponSk needs to be displayed for each weapon if SkSpecial flag is enabled for setting.
- When determining net attack for weapon on Armory tab and in Tactical console we need to check if SkSpecial is enabled and do a comparison of WeaponSk and the domains for the associated skills. This is similar to the way the Knowledge(Battle) prerequisite is determined for the Tactician Edge.
Could anyone tell me if this is a good approach, or am I trying something that just won't be possible? I've thought of setting it up using lists or the existing WeaponType for equipment but I think that might be too rigid.
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