Strangley, the more skills you add to the game the less capable the characters become.
What I mean is, take a skill like foraging. I only use foraging as a standalone skill. Buy that and you can snare rabbits, pick berries, recognise edible roots and so on. If you go with RoCoII (4.6) you suddenly have seperate skills for foraging,(and fauna lore, flora lore and region lore), one for every terrain type and climate. Within 6miles or 10k of my home you have 6 of the listed terrains. So a skill a ranger would be expected to have suddenly become 6 separate skills for every one. I do separate out region lore but not by terrain but by geographical region and that region could be as big as a country or even span an area that crosses many countries such as Region Lore:The spice road.
If you use seduction you don't also need diplomacy, public speaking etc. Do you need five different blind fighting skills, six if you include spacial location awareness? As soon as you break these skills down you create holes in the characters knowledge. That then means that the character has to learn more skills to fill those gaps and that drives the need for more DPs.
Once everything has gone full circle you have gained nothing but creating a character takes a lot longer because you have so much more to do.
I am not saying having skills is wrong, or even that having many DPs is wrong. It is just that without the huge list of skills you do not need the added DPs and it is possible that some or many skills are adding complexity to the game without adding any benefit to the GM, Players or their characters.
I beg to differ on the foraging skill. I usually have foraging apply to a region/biome/climate. Just because you have learned how to forage in a hilly (region), forest (biome), Cfa climate will NEVER translate to being able to forage in a flatland (region), rain forest (biome), Af climate. Thus, yes, I require foraging skills to be developed for each individual region/biome/climate combination. Another example: Just because you can forage in New Mexico shall NEVER mean you could forage in the Florida Everglades. The environments are so drastically different, it could not happen that ONE forage skill would suffice. Just because you can forage in the rain forest of the Amazon shall NEVER mean you could forage in the Pine Savannas of North Carolina. Just because you can forage in northern highlands of Minnesota shall NEVER mean you could forage in the deserts of New Mexico. Need I go on?
I do agree that such skills as fire starting, shelter location, hunting, trapping, stalking, hiding, tracking, amongst others not listed, are cross skills as far as region/biome/climate. However, some skills just are NOT cross skills. And NEVER shall be.
As for the combat skills, I have never been a super rules nazi. If a character develops a TWC skill of Sword Right Handed and Dagger Left Handed, I have never penalized such a character if s/he decided to wield them Dagger Right Handed and Sword Left Handed. It is my experience that anyone who trains in combat will also cross-train their skills. As I have personally performed Kata with both a Katana and a Tanto, I have found that wielding either with either hand is similar enough that there would be no penalty doing such. Of course, I am ambidextrous. This definitely helps tremendously. However, I watched a friend who was right handed who was able to so quickly compensate for switching hands/weapons that it seemed as if no penalty was warranted. As said, Fighters will tend to cross-train. Non-fighters usually do not.
I know this sounds nit-picky, but my experiences have taught me that some things should be "exploded" into individual sub-skills, while others should not be. Then again, this always depends on the GM and his/her "real life" experiences. Someone who has done nothing but work in retail would NEVER know anything about Survival skills. Someone like myself who has served in the military WOULD. However, that military person may not be as knowledgable in Influence skills as the person in retail.
Strangley, the more skills you add to the game the less capable the characters become.
And this I completely disagree with. It would take a novel to discuss why. Or, at least a large text book.
It's not just the number of skills, it's also how tightly defined they are in use. As a GM, when the player wants to do something, do you ask for their bonus in the most applicable skill, or do you ask them what skill they are using? E.g. I had a player who wanted to put some fear into a person they were interrogating. He proposed to use Tale Telling to explain how a lack of cooperation could turn out for this NPC's future. Why not? It gives the PC a little more personality in how he approaches this problem and makes an interesting story. And suddenly all the skills are overlapping, which makes it less critical if you don't have skill X. I put it on the player to justify how their skill can be applicable, and maybe give different modifiers, but if they make a case I see no reason not to use it.
Hear. Hear.
One bad Gm I played mandated use of all the RoCoII skills (and NO similar skill) but never gave any additional DPs was like this. "You want to use your Underwater Basketweaving skill? Ok, is you skill Underwater Basketweaving Lake, River, Swamp, Ocean or Pool? Oh, it's UB - Lake, sorry, you're at -25, you're in a pond, and it's not the same."
And I have had the same thing happen. If I ever had a character develop Underwater Basketweaving, then it would apply to ANY underwater environment. The only thing I would have done is to apply modifiers depending upon currents, storms, etc.
It's not just the number of skills, it's also how tightly defined they are in use. As a GM, when the player wants to do something, do you ask for their bonus in the most applicable skill, or do you ask them what skill they are using? E.g. I had a player who wanted to put some fear into a person they were interrogating. He proposed to use Tale Telling to explain how a lack of cooperation could turn out for this NPC's future. Why not? It gives the PC a little more personality in how he approaches this problem and makes an interesting story. And suddenly all the skills are overlapping, which makes it less critical if you don't have skill X. I put it on the player to justify how their skill can be applicable, and maybe give different modifiers, but if they make a case I see no reason not to use it.
This would have worked in my world too.
Mine too.
In the RMFRP game I am currently running I have folded the Fire Starting, Foraging, Shelter Finding skill into the Survival [Region] skills, it just didn't make sense to have them seperate. I also use the lores to overlap a bit, such as local culture will have some information on regional and international stuff (usually), just not very detailed info, for which you need the specific lore skill (like artifact, spell, world politics, etc....)
I give 100 DP/level, to ensure that the PCs are not limited to just their basic professional abilities. (I also have them get 5 ranks in the Lore*General category, Own Culture Lore and Own Region Lore - it just didn't make sense that they would not know their local areas/people well.)
I also do this. However, if the character has the Ability - Special Training - Outdoorsman, then the bonuses for fire starting and shelter location would apply anywhere. However, the bonus for foraging would only apply in the trained region/biome/climate.
rmfr