Author Topic: Specialties for professions  (Read 2296 times)

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Offline JohnK

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Specialties for professions
« on: September 24, 2015, 12:09:02 PM »
Has anyone thought of or used specialties of the professions in his games?
I m not using such an idea in my Middle-Earth campaign (and I'm not planning to use it at teh moment) but I thought of asking here.
By this I mean sub-archetypes of the main profession archetypes like for example:
Archer or Mounted-Rider as specialties of the Fighter, Fire mage of the Magician or Beast-friend for the Ranger.
This could mean some extra bonuses due to specialisation on some skills, and penalties on the ones that he is less familiar.
A Mounted-Rider could have an extra +10 on mounted combat and ride skill but be less proficient on the other combat maneuvers.
A Fire Mage could receive a penalty if casting ice law spells and some extra bonus on fire law, or a higher fire spell-mastery skill.
Sounds as an interesting option that could add some realism and link the skills of the PC with his background story.
Any thoughts?
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Offline Cory Magel

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Re: Specialties for professions
« Reply #1 on: September 24, 2015, 12:31:24 PM »
We effectively do this with pretty much every character using Talent Law (keeping in mind we often adjust the costs in Talent Law).
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Offline jdale

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Re: Specialties for professions
« Reply #2 on: September 24, 2015, 01:33:28 PM »
Isn't that essentially what you achieve by using background options or talents for an individual character? You're just stacking up a second set of those modifiers if you also modify the profession.
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Offline JohnK

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Re: Specialties for professions
« Reply #3 on: September 24, 2015, 03:01:44 PM »
Yes, you are both quite right. Talent law offers plenty of ideas for customising the PCs. Probably it was my intention to find more ways to link the PC's/NPC's background story with his/her skills that led to these thoughts. Making a PC's or NPC's background story engaging enough is what is in my mind now, since I have to plan the second part of my campaign that involves a conspiracy inside the capital of the kingdom of Arthedain. But that a whole other subject.
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Offline markc

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Re: Specialties for professions
« Reply #4 on: September 24, 2015, 03:12:17 PM »
You can also provide bonus DP or reduced DP for Training Packages (TP) to promote your players taken them. Thus providing backgrounds for the PC's that fit your idea of where you want the story to go.
Or you can simply give them some TP's for free as I have done in the past.
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Offline Cory Magel

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Re: Specialties for professions
« Reply #5 on: September 24, 2015, 03:46:29 PM »
There are a few things I have players do that provide a uniqueness and more fleshed out history.

I let players swap out Base Spell Lists (obviously with approval, but our group is reasonable enough I don't have to worry about it much), most commonly with Magicians, Rangers, Paladins, and Clerics (a la Priests from the Channeling Companion).  Rangers I'll even let change realm.  I've got a profession or, alternately, a set of Training Packages that are intended to modify Magicians (and sometimes other professions) that orient them more towards elemental magic.  I have a more general Elementalist profession that concentrates on most of them, but also an Elementalist Training Package that lets you add two spell lists of a specific element to the character.  For the TP version check out RMQ's 1 & 2.  I never published the full on Profession version.  Didn't want to step on the toes of the Elemental Companion in that respect.

I converted Everyman and Occupational skills to a per rank bonus (and then often mess with what those skills are).  So you get your flat, upfront, RMSS profession bonus plus a +1 per rank bonus for Everyman and +2 per rank bonus for Occupational (I would probably never allow these to relate to a direct OB skill however).

I'll have the character create a backstory vocation and provide free skill ranks in roleplaying skills (I'd assign them, they don't just get DP to spend or anything).  So, for example, a character might have been a fishermans son who grew up to be a sailor before moving on to 'adventuring'.  I'd provide that character with non-combat skills related to those things which would then come in handy during sea based adventures.  This encourages more roleplaying in my opinion.  (If I ever write my own system it will split combat and non-combat development into two separately developed groups with their own pool of DP).

Most directly related to your OP is that we've converted plenty of RM2 professions and spell lists over to RMSS.  Using an existing RMSS template I just see if there are any specific skill costs I need to adjust up or down.  Profession bonuses are easy to convert and everyman/occupations skills I'd just assign as appropriate (especially since I often mess with the normal RMSS ones anyhow).  Spell lists often require some shuffling around of spells to bring the power level more into balance with RMSS and I usually try to fill in the blank spaces too.

But, in the end, Talents/Flaws often can do the same job.  You just need to (imo) eye-ball the costs to make sure they are balanced.  Some of them are not well priced at all (again, imo).
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Offline jdale

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Re: Specialties for professions
« Reply #6 on: September 24, 2015, 09:55:10 PM »
I really like training packages as a way to give substance to whatever the character has been doing before becoming an adventurer. I don't see any need to give extra discounts or otherwise grant anything beyond what is already in the character generation system. TPs are already discounted pretty well.
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Offline Cory Magel

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Re: Specialties for professions
« Reply #7 on: September 25, 2015, 01:25:46 AM »
It's a world view/game style thing.  There are two reasons I give some bonus stuff.

First, our players are rather hack and slash.  There's only one player in something like a dozen of us that don't enjoy an all night slug-fest... so they tend to concentrate on combat skills.

The other is just a world view.  Too often characters skill sheets look like the were invalids before they started developing adventuring related skills.  The age the party normally starts their adventuring careers at they would have developed some kind of at least apprenticeship level skill in life, be it a blacksmith, farmer, rancher, fisherman, baker, stonemason... whatever.  In my opinion, in a medieval-like setting if aren't useful in some manner by your early to mid teens there's something wrong with you.  You just can't spend enough beginning DP when making a character to simulate that without being fairly ineffective overall (and I hate systems that tell you you need to start beyond level one - that just tells me there's something wrong with the lower levels).
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Offline jdale

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Re: Specialties for professions
« Reply #8 on: September 25, 2015, 08:23:09 AM »
I find 1st level RMSS characters to be pretty effective, actually. We don't even use talents, only background options.
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Offline JohnK

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Re: Specialties for professions
« Reply #9 on: September 25, 2015, 08:38:38 AM »
I believe Cory Magel's comments make a point. I also feel that low level PCs (although they can be effective in a few skills) lack in variety. If I started a 1 level campaign now, I would give some thoughts on giving some extra DPs to the characters.
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Offline Cory Magel

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Re: Specialties for professions
« Reply #10 on: September 25, 2015, 12:13:31 PM »
I find 1st level RMSS characters to be pretty effective, actually.
Oh I agree, so long as they don't spend most their DP on non-combat related skills.  Although, again, if you have a mainly non-combat campaign YMMV.
- Cory Magel

Game design priority: Fun > Balance > Realism (greater than > less than).
(Channeling Companion, RMQ 1 & 2, and various Guild Companion articles author).

"The only thing I know about adults is that they are obsolete children." - Dr Seuss

Offline markc

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Re: Specialties for professions
« Reply #11 on: September 25, 2015, 01:23:22 PM »
What I have done in the past is add a youth level that is essentially a TP for skill based on background, culture and any other factor I wanted to use. I often added at least 1 rank of running and 1 rank of throw-rock as IMHO most kids do that sort of thing. ;D
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Offline Ecthelion

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Re: Specialties for professions
« Reply #12 on: September 26, 2015, 02:00:27 AM »
I find 1st level RMSS characters to be pretty effective, actually. We don't even use talents, only background options.
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Offline yammahoper

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Re: Specialties for professions
« Reply #13 on: September 26, 2015, 09:40:57 AM »
I find 1st level RMSS characters to be pretty effective, actually. We don't even use talents, only background options.
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