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Thread: Species Skills

  1. #1

    Species Skills

    Hey All!

    I really hate how they did Species Skills.
    I do not agree with how they have it set up.
    It is very limited.

    This is what I let my players do.
    You take your Int x 2, then distribute the points how you like.
    You can take any skill you like, there is just one catch.
    Your species skills is actually more like your background skills so
    I the skills that you purchase must be explained in your background. You must take Culture, History, Specific World, and
    a Language. You can buy anything else you like.

    This way you can create a background where you were a mountain climber or a child prodidgy.

    It also helps when my players take Personal Developement and Proffessional Developement and sometimes the skills don't add up to give them the profession they want.

    Tell me what you guys think.

    Stule

  2. #2
    Join Date
    Mar 2001
    Location
    Boston, Massachusetts, USA
    Posts
    168
    I'm not nearly as flexible as you. I restrict my players to pick from the normal list, and only rarely do I let them take something not on the list. For example, I have an Andorian civilian scientist in my current group, and he was scratching his head on where to put some points. I let him drop a few points into Armed Combat - Traditional Andorian Weapons since, for some reason, Andorians don't get that sort of freebie like Klingons do.

    But it's your game, so I say go with whatever feels right.
    Uruz - Alexander Skrabut - uruzrune@gmail.com

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