Rifts Skill Selections

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earthhawk

Rifts Skill Selections

Unread post by earthhawk »

As I was making my Rifts character for an online game, Rogue scientist, I noticed the sheer amount of skills that the class receives. Of course I know this is a game, but I always like to have at least some sort of realism when I play, especially if the game is rooted in a semi-real game world (as Rifts is). Is it really possible for a human to know at a professional level the following skills: Biology, Botany, Archaeology, and Pathology? I work in patent law and the attorneys I work with are usually two professions: attorney/ PHD, or attorney/ mechanical engineer, attorney/ chemist, etc... so again, as I'm making my character does it make sense one person to have so many skills, especially those that take years and years of schooling? Does anyone have a house-rule for this or do you leave the skills as is when you play/ GM?
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Re: Rifts Skill Selections

Unread post by dragonfett »

Possible? Yes. But I don't think there would be a lot of people with that kind of training (but then I don't think there are a whole lot of them anyway).
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Re: Rifts Skill Selections

Unread post by Eclipse »

To be simultaneously good at a huge number of areas of science, that's unrealistic for most people. Scientists work in teams of specialists. It depends on how you define good. The palladium skill system is clearly a nonsense compared to reality.

Personally I think it'd make more sense if you just had two Science skills in the technical category ie Scientific Investigation (a specialty can be listed) and Lore:Scientific Knowledge (a specialty can be listed).

If you're carrying out scientific investigations and writing up scientific papers, you use the former and if you're answering questions about a particular area of science, you use the latter.

If the investigation or question is outside your scientific area, then you don't get any bonuses to your roll). You could perhaps wing it and just have a GM/player call each time the situation comes up, e.g. a marine biologist-focussed Rogue Scientist is not going to get a bonus when asked questions about black hole physics or doing research on them.

You need to factor in assistance too. If you have intelligent colleagues specialised in this other area, or computer databases that you know how to use/have user-friendly software and/or have AI/robotic assistance, that's going to give you bonuses.
And if... somone whipped out a mini gun. We run and hide. lol.

Now.. some guys won't... and you can say nice things at their funeral. "He was a brave soul.... if stupid.. he didn't take cover when the guy whipped out the mini gun on us that day.. but his blood-fountaining corpse did give us a chance to sneak around and clonk the machine gunner on the head with a rock. Rest in Pieces.... Swiss Cheese Man.....

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Re: Rifts Skill Selections

Unread post by tundro »

I believe they are generally refered to as "renaissance men".
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Re: Rifts Skill Selections

Unread post by Grell »

I think it's important to note that having a certain skill doesn't equal having a degree or certification in that area. In your case, Rogue Scientist is the major and all those OCC skills are the prerequisites and everything else is all electives. By that measure it is absolutely realistic to have so many skills in different areas of science.
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Re: Rifts Skill Selections

Unread post by boxee »

Yes possible.
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Re: Rifts Skill Selections

Unread post by Eclipse »

Grell wrote:I think it's important to note that having a certain skill doesn't equal having a degree or certification in that area. In your case, Rogue Scientist is the major and all those OCC skills are the prerequisites and everything else is all electives. By that measure it is absolutely realistic to have so many skills in different areas of science.


Well, I guess if you're going to assume that, then that weakens each individual skill's assumed capability. Would have to look at them more closely in terms of what they're actually expected to do.

From RUE, for the skill Anthropology:

The study of behavior in man and other intelligent lifeforms.

What it does:
Avoiding accidentally breaking taboos or codes of behavior. Tells the anthropologist if he's dealing with a possibly dangerous people. Examine artifacts and ancient or alien ruins to ID the probably people/race, purpose, culture and tech level. ID the period of time the item was used, and if it is human or alien, but can't tell if it's a forgery. Can often ID pre-Rifts tech and items and recognise their black market value and know which CS laws prohibit the possession, sale and scavenging of ancient artifacts.

And Chemistry: Pharmaceutical:

The study of drugs and their interaction with the human body.

What it does:
Familiarity with common medical drugs, drug interactions, prescribed dosages, the use/distribution of drugs, effects on human body and other biol applications. ID and prescribe common drugs, knows effects and side effects, ID poisons and toxins, safely administer painkillers, hallucinogens, stimulants, relaxants, antibiotics, antidepressants, antipsychotics blah blah and so on. Also has a theoretical understanding of juicers and the drugs they use.

At least most are pretty uniform at 30% +5%/level. I don't think much of the system having varying initial skill levels e.g. 25% vs 30% vs 40% - why not just have it uniform? It's not like it makes a real difference, except in being a hassle to write down.

I think it makes more sense to have a limited pool of skill %s to distribute among your skills at each level, instead of just adding them uniformly to everything. Having a low initial % in everything makes sense, since you're jack of all trades and master of none, then at the end, you're a master of a trade (your OCC) but surely not all.
And if... somone whipped out a mini gun. We run and hide. lol.

Now.. some guys won't... and you can say nice things at their funeral. "He was a brave soul.... if stupid.. he didn't take cover when the guy whipped out the mini gun on us that day.. but his blood-fountaining corpse did give us a chance to sneak around and clonk the machine gunner on the head with a rock. Rest in Pieces.... Swiss Cheese Man.....

Pepsi Jedi
earthhawk

Re: Rifts Skill Selections

Unread post by earthhawk »

I think what I would like to see for skills is something like this:

Rogue Scientist - Base Skill Set: Advanced Math, Biology, Chemistry, Writing - Professional, Computer Operation, Languages - Native, Literacy - Native, Read Sensory Equipment.

Then choose one (maybe two) discipline(s) to specialize in - Pathologist, Botanist, Geology, Archaeology, Anthropology, etc...

I did like the idea of having a pool of skills that you distribute, which I think adds just a touch more realism to learning and developing skills. Personally I just found that during game play most of the skills aren't used that often. Of course as a player or GM it mostly up to you to find ways to use them, but since Rifts seems mostly focused on combat why not reduce or combine some of the redundant skills. I think this is where I prefer a skill system such as D20 Modern/ Pathfinder where you have just enough skills to make your character more than weapons and armor.
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Re: Rifts Skill Selections

Unread post by Hotrod »

Rifts is a game of extremes. If you don't have a giant robot, magic, or psionics on your side, you'd better be Leonardo de Badass with your knowledge and skills.

Is it realistic? Eh, probably not, at least not for an average person. Of course, Rifts's isn't a world for "average person" characters. In a world of mega-damage faeries, it takes more than my character being an academic multidisciplinary genius to break my willing suspension of disbelief. If it seems too much for you, you could always reduce the scope of what those skills entail.
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Re: Rifts Skill Selections

Unread post by earthhawk »

Ultimately this is what I'm looking to do: the group I've played for over two years is used to playing 4e and Pathfinder, my goal is to get them to try Rifts. However, as these guys are no dummies (NASA, MBA, CPA, etc...), Rifts still has a pretty decent learning curve to it. I'm trying to condense the mechanics into a "beginner's box" type of format; combat, skills, spells, and psionics all boiled down into a few simple rules that still capture the feeling of the setting without the over abundance of mechanics. Looks like I have a lot of work to do.
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Re: Rifts Skill Selections

Unread post by earthhawk »

earthhawk wrote:I think what I would like to see for skills is something like this:

Rogue Scientist - Base Skill Set: Advanced Math, Biology, Chemistry, Writing - Professional, Computer Operation, Languages - Native, Literacy - Native, Read Sensory Equipment.

Then choose one (maybe two) discipline(s) to specialize in - Pathologist, Botanist, Geology, Archaeology, Anthropology, etc...

I did like the idea of having a pool of skills that you distribute, which I think adds just a touch more realism to learning and developing skills. Personally I just found that during game play most of the skills aren't used that often. Of course as a player or GM it mostly up to you to find ways to use them, but since Rifts seems mostly focused on combat why not reduce or combine some of the redundant skills. I think this is where I prefer a skill system such as D20 Modern/ Pathfinder where you have just enough skills to make your character more than weapons and armor.



To piggy-back on my own comment above this is what my "beginner's box" version of Rifts is starting to look like:

IQ
ME
MA
PS
PP
PE

The stats basically stay the same with the exception of PB and SPD; PB I'm getting rid because it's a subjective stat. SPD I'm not sure what to do with just yet, but for beginners to the game I'll probably drop this one as well.

Skills - I'm still working on but I'm going to reduce the number of skills, and instead allow them to be purchased with leveling.

Magic - Stays the same for now.

Psionics - Only gained through selection of an RCC or OCC that has access to psionics (this includes psionic races).

Any thoughts or suggestions?
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Re: Rifts Skill Selections

Unread post by Eclipse »

earthhawk wrote:
earthhawk wrote:I think what I would like to see for skills is something like this:

Rogue Scientist - Base Skill Set: Advanced Math, Biology, Chemistry, Writing - Professional, Computer Operation, Languages - Native, Literacy - Native, Read Sensory Equipment.

Then choose one (maybe two) discipline(s) to specialize in - Pathologist, Botanist, Geology, Archaeology, Anthropology, etc...

I did like the idea of having a pool of skills that you distribute, which I think adds just a touch more realism to learning and developing skills. Personally I just found that during game play most of the skills aren't used that often. Of course as a player or GM it mostly up to you to find ways to use them, but since Rifts seems mostly focused on combat why not reduce or combine some of the redundant skills. I think this is where I prefer a skill system such as D20 Modern/ Pathfinder where you have just enough skills to make your character more than weapons and armor.



To piggy-back on my own comment above this is what my "beginner's box" version of Rifts is starting to look like:

IQ
ME
MA
PS
PP
PE

The stats basically stay the same with the exception of PB and SPD; PB I'm getting rid because it's a subjective stat. SPD I'm not sure what to do with just yet, but for beginners to the game I'll probably drop this one as well.

Skills - I'm still working on but I'm going to reduce the number of skills, and instead allow them to be purchased with leveling.

Magic - Stays the same for now.

Psionics - Only gained through selection of an RCC or OCC that has access to psionics (this includes psionic races).

Any thoughts or suggestions?


Well, I'm currently listing the RUE skills and considering how to crunch them down to a more useable subset.

I was thinking re attributes

Mind
IQ (mental speed and capability) - magnitude of mind's capabilities
CR (creativity, new attribute) - ability to use the mind well - roll to strike for psionics and some magic
ME - ability to endure, source of defensive saving throws and source of energy for psionics
MA - social appeal of mind, obviously quite subjective

Body
PS & Speed - magnitude of body's capabilities
PP - ability to use the body well - roll to strike for physical combat and some magic
PE - ability to endure, source of defensive saving throws and source of energy for magic
PB - social appeal of body, obviously quite subjective

These can be modified by various skills and contribute to others.
And if... somone whipped out a mini gun. We run and hide. lol.

Now.. some guys won't... and you can say nice things at their funeral. "He was a brave soul.... if stupid.. he didn't take cover when the guy whipped out the mini gun on us that day.. but his blood-fountaining corpse did give us a chance to sneak around and clonk the machine gunner on the head with a rock. Rest in Pieces.... Swiss Cheese Man.....

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Re: Rifts Skill Selections

Unread post by kaid »

It is a bit strange but really if you look at rifts characters you are looking at the best of the best. So if you pick a rogue scientist you are not picking some random lab assistant or teacher you are getting some badass like indiana jones with multiple PHD.

And really as somebody mentioned above if you look at what the skill descriptions most are not quite as intensive as one may think.

So while it may seem kinda funny I don't see much problem with it in a game where people are playing dragons and juicers and glitterboys I don't have a problem with a guy who wants to be a more non combat role being REALLY darn good with his science skills.
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Re: Rifts Skill Selections

Unread post by earthhawk »

kaid wrote:It is a bit strange but really if you look at rifts characters you are looking at the best of the best. So if you pick a rogue scientist you are not picking some random lab assistant or teacher you are getting some badass like indiana jones with multiple PHD.

And really as somebody mentioned above if you look at what the skill descriptions most are not quite as intensive as one may think.

So while it may seem kinda funny I don't see much problem with it in a game where people are playing dragons and juicers and glitterboys I don't have a problem with a guy who wants to be a more non combat role being REALLY darn good with his science skills.



Yes this makes sense, and yes this is a game so realism is kind of hand-waved at best. I guess the massive amount of skills are supposed to offset the other magic/ psionic/ and combat characters. But do they? It's interesting to say the least. Still my goal is to pair down Rifts to is core so that I have an easier introducing newbies to the game.
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Re: Rifts Skill Selections

Unread post by kaid »

The skills do balance out pretty well. Many characters have pretty focused or limited skills and many players who are going combat oriented wind up spending a lot of their extra skills on physical training type stuff. It is very useful to have at least one guy in the group with broad skill access because not ever challenge can be handled with lasers to the face.
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Re: Rifts Skill Selections

Unread post by earthhawk »

Right. So if you reduce the number of skills do you compensate with special abilities instead?
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Re: Rifts Skill Selections

Unread post by kaid »

I don't think you are going to find that a rogue scientists skills are that big of a problem game play wise to warrant a having to come up with special skills to replace them.

I know the list looks intimidating but really after the initial character creation its not going to be that big of a deal. This is pretty common RPG stuff like bards in D&D maybe not the biggest and toughest but they had a ton of skills so in the more roleplaying parts of the story they shine and less so in the combat oriented parts.
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Re: Rifts Skill Selections

Unread post by kaid »

As an aside one nice thing about rifts is any character is pretty reasonable in the bang bang shoot them up parts of a game session. They start with similiar weapon options to most OCC and start with some MDC armor and even basic HTH means they are more than capable of taking care of themselves in combat.
earthhawk

Re: Rifts Skill Selections

Unread post by earthhawk »

Hey_I_Can_Chan wrote:What's a special ability?

It should be enough to know what exactly the skills do thus making the percentages meaningful and making those characters without them--or with very low percentages in them--feel like they're missing out by not playing that part of the game.

Y'know, like every other set of special abilities in the game.



Rogue Scientist Special Abilitiy:

Biology Skill (must be a class skill) = a critical hit on a 19-20 on melee and ranged attacks. This reflects the intimate knowledge the class has with anatomy.

Chemistry = +10 damage to character created bombs that use chemical compounds reflecting the characters knowledge of chemistry.

Something like this is what I mean.
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Re: Rifts Skill Selections

Unread post by boxee »

earthhawk wrote:
Hey_I_Can_Chan wrote:What's a special ability?

It should be enough to know what exactly the skills do thus making the percentages meaningful and making those characters without them--or with very low percentages in them--feel like they're missing out by not playing that part of the game.

Y'know, like every other set of special abilities in the game.



Rogue Scientist Special Abilitiy:

Biology Skill (must be a class skill) = a critical hit on a 19-20 on melee and ranged attacks. This reflects the intimate knowledge the class has with anatomy.

Chemistry = +10 damage to character created bombs that use chemical compounds reflecting the characters knowledge of chemistry.

Something like this is what I mean.



Ok stop, just play the game as written, let the players look at the main rulebook during your other game. Let them get used to the book. Stop trying to NERF the game. As stated above the characters are those special people in the world. AKA the heroes. Let them be the heroes. IF not your going to have Dr. Atthemomentiamneeded solve the adventures for the players.
Player hate being upstaged by NPCs. Dont use the magic pill. Your player will thank you.
The game just takes some getting used to. THIS is not to say you cant make optional classes for a game you are running, but keep in mind if a player tries to make an optional class most GMs will veto it.
If the character has the skills time and material to make stuff, then let them make stuff.
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Re: Rifts Skill Selections

Unread post by earthhawk »

So for what I have are a few skills that give bonuses as long as you have the class skill. These bonuses can't be attained through OCC Related or Other skills. Classes like rogue scientists, rogue scholar, wilderness scout, etc... something a little extra to help them out in combat. I'm not talking about anything big, but perhaps a bonus or two; these could bonuses while in a party or solo, it would depend on the situation.
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Re: Rifts Skill Selections

Unread post by Eclipse »

It's hardly nerfing the game. Everyone gets a huge swag of skills, which one might think would take away from the classes that are almost entirely defined *by* their skills. However, in RUE, they've given each skill-focussed OCC a set of 'meta-skills' so to speak, known as Special OCC Abilities and Bonuses.

Ie Rogue Scientist OCC p.95 RUE
1. Analyze - gives you a modest +10% to a bunch of skills for the most part
2. Hypothesize - gives a decent +20% to jury rig and brewing based on a sudden insight. Guess it's up to the GM to extend it further perhaps.
3. Find the Exotic - a decent bonus of +20% to Find Contraband related to scientific equipment and a modest +10% to other types of contraband. Plus the ability to get a discount on scientific items for hours worked at certain black market facilities
4. Recognize Scientific Authenticity and Quality - kind of like bartering re scientific equipment, at a higher starting %.
5. OCC bonuses - stats

And Rogue Scholar p.93
1. Storyteller & Teacher - teach a skill to someone else at a secondary skill level after a number of hours
2. Find Books and Historical Artifacts - +20% on find contraband re pre-Rifts artifacts, plus can get discounts on said items more easily on the black market if he does work for them.
3. Recognize Authenticity - an identification and valuation skill at a high initial % re historical artifacts
4. Professional Restoration - two chances at most to improve the appearance/quality/value of historical artifacts.
5. OCC bonuses - stats

I'm going to compress the number of skills and unify their %s for the most part personally, just for ease of use. You can't tell me that two science skills should start with 25% and 30% initial skills in a convincing manner. It's just so arbitrary. Plus you don't need to list pilot boats sail, pilot boats catamaran, pilot boats ships separately, when you could list pilot boat (specialty), where the specialty list is (sail, catamaran, ships).

If someone finds reading the description of each one interesting and if they list special maneuvres etc within said description, than that person can go to that description, but for easy character creation, I think palladium would be well served by a much compressed master skill list with page numbers.
And if... somone whipped out a mini gun. We run and hide. lol.

Now.. some guys won't... and you can say nice things at their funeral. "He was a brave soul.... if stupid.. he didn't take cover when the guy whipped out the mini gun on us that day.. but his blood-fountaining corpse did give us a chance to sneak around and clonk the machine gunner on the head with a rock. Rest in Pieces.... Swiss Cheese Man.....

Pepsi Jedi
earthhawk

Re: Rifts Skill Selections

Unread post by earthhawk »

Eclipse wrote:It's hardly nerfing the game. Everyone gets a huge swag of skills, which one might think would take away from the classes that are almost entirely defined *by* their skills. However, in RUE, they've given each skill-focussed OCC a set of 'meta-skills' so to speak, known as Special OCC Abilities and Bonuses.

Ie Rogue Scientist OCC p.95 RUE
1. Analyze - gives you a modest +10% to a bunch of skills for the most part
2. Hypothesize - gives a decent +20% to jury rig and brewing based on a sudden insight. Guess it's up to the GM to extend it further perhaps.
3. Find the Exotic - a decent bonus of +20% to Find Contraband related to scientific equipment and a modest +10% to other types of contraband. Plus the ability to get a discount on scientific items for hours worked at certain black market facilities
4. Recognize Scientific Authenticity and Quality - kind of like bartering re scientific equipment, at a higher starting %.
5. OCC bonuses - stats

And Rogue Scholar p.93
1. Storyteller & Teacher - teach a skill to someone else at a secondary skill level after a number of hours
2. Find Books and Historical Artifacts - +20% on find contraband re pre-Rifts artifacts, plus can get discounts on said items more easily on the black market if he does work for them.
3. Recognize Authenticity - an identification and valuation skill at a high initial % re historical artifacts
4. Professional Restoration - two chances at most to improve the appearance/quality/value of historical artifacts.
5. OCC bonuses - stats

I'm going to compress the number of skills and unify their %s for the most part personally, just for ease of use. You can't tell me that two science skills should start with 25% and 30% initial skills in a convincing manner. It's just so arbitrary. Plus you don't need to list pilot boats sail, pilot boats catamaran, pilot boats ships separately, when you could list pilot boat (specialty), where the specialty list is (sail, catamaran, ships).

If someone finds reading the description of each one interesting and if they list special maneuvres etc within said description, than that person can go to that description, but for easy character creation, I think palladium would be well served by a much compressed master skill list with page numbers.




The post above is what I'm looking to do as well. In mt case it's mostly for ease of introducing new players to the game, and if after some time playing they want to go to the huge master list of skills they can. I definitely understand the need for roleplaying which is what most of the "special ability" skills for the skill-classes seem to employ. However, I also think it would be nice if those same classes had anice boost here or there. In the end you have to play the game they way you see fit, no one way is wrong or right.
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Re: Rifts Skill Selections

Unread post by boxee »

earthhawk wrote:
Eclipse wrote:It's hardly nerfing the game. Everyone gets a huge swag of skills, which one might think would take away from the classes that are almost entirely defined *by* their skills. However, in RUE, they've given each skill-focussed OCC a set of 'meta-skills' so to speak, known as Special OCC Abilities and Bonuses.

Ie Rogue Scientist OCC p.95 RUE
1. Analyze - gives you a modest +10% to a bunch of skills for the most part
2. Hypothesize - gives a decent +20% to jury rig and brewing based on a sudden insight. Guess it's up to the GM to extend it further perhaps.
3. Find the Exotic - a decent bonus of +20% to Find Contraband related to scientific equipment and a modest +10% to other types of contraband. Plus the ability to get a discount on scientific items for hours worked at certain black market facilities
4. Recognize Scientific Authenticity and Quality - kind of like bartering re scientific equipment, at a higher starting %.
5. OCC bonuses - stats

And Rogue Scholar p.93
1. Storyteller & Teacher - teach a skill to someone else at a secondary skill level after a number of hours
2. Find Books and Historical Artifacts - +20% on find contraband re pre-Rifts artifacts, plus can get discounts on said items more easily on the black market if he does work for them.
3. Recognize Authenticity - an identification and valuation skill at a high initial % re historical artifacts
4. Professional Restoration - two chances at most to improve the appearance/quality/value of historical artifacts.
5. OCC bonuses - stats

I'm going to compress the number of skills and unify their %s for the most part personally, just for ease of use. You can't tell me that two science skills should start with 25% and 30% initial skills in a convincing manner. It's just so arbitrary. Plus you don't need to list pilot boats sail, pilot boats catamaran, pilot boats ships separately, when you could list pilot boat (specialty), where the specialty list is (sail, catamaran, ships).

If someone finds reading the description of each one interesting and if they list special maneuvres etc within said description, than that person can go to that description, but for easy character creation, I think palladium would be well served by a much compressed master skill list with page numbers.




The post above is what I'm looking to do as well. In mt case it's mostly for ease of introducing new players to the game, and if after some time playing they want to go to the huge master list of skills they can. I definitely understand the need for roleplaying which is what most of the "special ability" skills for the skill-classes seem to employ. However, I also think it would be nice if those same classes had anice boost here or there. In the end you have to play the game they way you see fit, no one way is wrong or right.



Can can respect your view. To me it is why fix something that is not broken, you see it as broken and that is ok too. Make the changes to make the game fun for you, if your going to run you have the power to do so. Tell the players the changes before you start and explain why.

As far as combat goes these are not combat classes, still the player can get combat skills if he wants them. Example I play a mystic with expert hand to hand, why? The character grew up in a combat zone and learned to fight.
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Re: Rifts Skill Selections

Unread post by slade the sniper »

earthhawk wrote:Ultimately this is what I'm looking to do: the group I've played for over two years is used to playing 4e and Pathfinder, my goal is to get them to try Rifts. However, as these guys are no dummies (NASA, MBA, CPA, etc...), Rifts still has a pretty decent learning curve to it. I'm trying to condense the mechanics into a "beginner's box" type of format; combat, skills, spells, and psionics all boiled down into a few simple rules that still capture the feeling of the setting without the over abundance of mechanics. Looks like I have a lot of work to do.


Meh, use BRP and then port over MDC robots and weapons. Best of both worlds and a lot lower learning curve.

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Re: Rifts Skill Selections

Unread post by earthhawk »

slade the sniper wrote:
earthhawk wrote:Ultimately this is what I'm looking to do: the group I've played for over two years is used to playing 4e and Pathfinder, my goal is to get them to try Rifts. However, as these guys are no dummies (NASA, MBA, CPA, etc...), Rifts still has a pretty decent learning curve to it. I'm trying to condense the mechanics into a "beginner's box" type of format; combat, skills, spells, and psionics all boiled down into a few simple rules that still capture the feeling of the setting without the over abundance of mechanics. Looks like I have a lot of work to do.


Meh, use BRP and then port over MDC robots and weapons. Best of both worlds and a lot lower learning curve.

-STS



So, after trying to find a way to condense the rules and make a "beginner's box" of sorts over the weekend I've decided to call it quits and leave the game as is. After awhile I was starting to get a headache and realized that I don't have the time nor the energy to basically overhaul the game for my players. This is disappointing to me because I'm always trying to find a way to introduce Rifts but no one seems to ever want to play due to its reputation. Yes I could always try to recreate Rifts using a different system, but then it wouldn't be Rifts. Anyway I appreciate the advice that everyone was able to give, thank you.

EH
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Re: Rifts Skill Selections

Unread post by Killer Cyborg »

earthhawk wrote:As I was making my Rifts character for an online game, Rogue scientist, I noticed the sheer amount of skills that the class receives. Of course I know this is a game, but I always like to have at least some sort of realism when I play, especially if the game is rooted in a semi-real game world (as Rifts is). Is it really possible for a human to know at a professional level the following skills: Biology, Botany, Archaeology, and Pathology? I work in patent law and the attorneys I work with are usually two professions: attorney/ PHD, or attorney/ mechanical engineer, attorney/ chemist, etc... so again, as I'm making my character does it make sense one person to have so many skills, especially those that take years and years of schooling? Does anyone have a house-rule for this or do you leave the skills as is when you play/ GM?


You could try porting over the rule for Domestic skills such as Cooking:
If you take the skill once, it's at amateur level. If you take the skill twice, it's at professional level.
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Re: Rifts Skill Selections

Unread post by earthhawk »

All of these are great options, thank you. Perhaps if I get some extra time I can sit down and go over the skill list again and see if I canuse some of your suggestions. Then again I could probably spend the same amount of time creating my own Rifts-like game using D20 Modern or Gurps (I know, I won't discuss anything to do with conversions). I honestly really do enjoy the Rifts world; I think it's super-creative, very deep, and I love the real-world feel that you can use when playing the game. However, its really difficult to convince someone who's only heard negative things about the game to give it a try, especially if they are already playing something like Pathfinder or 4e.
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Re: Rifts Skill Selections

Unread post by slade the sniper »

earthhawk,
I would recommend BRP (over d20 or GURPS) for a few reasons...the weapons scale correctly in the SDC range, there are no "big guns" in BRP really, so Palladium stuff just slides right over, the stats are roughly equivalent and the skills are % just like in Palladium.

The only thing you really have to tweak is the combat system...and if you are cool with % rolls for skills, it works pretty well for combat as well.

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Re: Rifts Skill Selections

Unread post by Akashic Soldier »

boxee wrote:Ok stop, just play the game as written, let the players look at the main rulebook during your other game. Let them get used to the book. Stop trying to NERF the game.
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Re: Rifts Skill Selections

Unread post by earthhawk »

Thanks everyone for responding, all of your ideas are great. However, I've decided to not fiddle with Rifts as it would take too much energy and time. Instead I'm going to give Shadowrun 4e a try, and if possible I'll try to convince my group to try Rifts too.

Cheers!
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Re: Rifts Skill Selections

Unread post by ShadowLogan »

earthhawk wrote:However, its really difficult to convince someone who's only heard negative things about the game to give it a try, especially if they are already playing something like Pathfinder or 4e.

But what is the source of the negativity? Is it the system itself or the setting?

Maybe use pre-gen characters in a one-session only adventure so they can try the system out without having to deal with character creation itself. Then they can form their own opinions. Maybe do it as a blind taste test, giving things code names so they don't know it's the Palladium System. They might find the negative things are right (in their opinion), then again they might not when it's revealed.
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Re: Rifts Skill Selections

Unread post by J_Danger »

I think the hilarity of the rules is great in Rifts. The rules all make sense from some perspective, it's just that when there's so many different perspectives over 20+ years and nobody bothered to fact check the other perspectives, it gets sorta wonky. Use the rules as written and fudge the occasional thing behind the GM screen to smooth out the game. It's magic is a great explanation for it all. That's why if you brought a Boom Gun to the Heroes Unlimited universe it would do 3d6x10 sdc, magic.
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Re: Rifts Skill Selections

Unread post by Eclipse »

I think some adventures in the rifter with pregens and a very simple resolution system as a Rifts: Lite would help GMs for recruitment purposes.
And if... somone whipped out a mini gun. We run and hide. lol.

Now.. some guys won't... and you can say nice things at their funeral. "He was a brave soul.... if stupid.. he didn't take cover when the guy whipped out the mini gun on us that day.. but his blood-fountaining corpse did give us a chance to sneak around and clonk the machine gunner on the head with a rock. Rest in Pieces.... Swiss Cheese Man.....

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