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The right way to handle Acrobatics + Gynmastics?

Posted: Wed Sep 15, 2010 11:47 am
by KSN
Coming back to RPGs after 17 years, and in rolling up a character for RTTSC GM has no restriction on skill selection of physical Skills.

So my question:

does any GM have thoughts on how the duplicate subskills in acrobatics and gymnastics are handled (ie Backflip, Sense of Balance)?


My theory stands as: Player does skill check vs backflip (for example) and fails, that the other backflip skill should be checked like a savings throw! Not to re-roll persay but to save from falling/ loosing initiative/ etc. (like a gymnasts recovery like you see in RL when they mess up a move badly but manage not to fall, etc.)

Feed back on both the question and the theory would be much appreciated, I really hope someone can give me the 'official' "this is how it was intended to be..." answer on what is to me a bit of a mystery re: the Palladium system (as opposed to gm house rules).

Thanks in advance for the feedback.

Regards

Re: The right way to handle Acrobatics + Gynmastics?

Posted: Wed Sep 15, 2010 12:08 pm
by Johnathan
I think, but not sure, that your proposed theory as I understand it, doesn't work. You pick one or the other, of the sub skills, to perform any given action. If you mess it up... well... better luck next time, Roll with that fall and hope you don't break your neck trying to pull off the stunt.

Re: The right way to handle Acrobatics + Gynmastics?

Posted: Wed Sep 15, 2010 12:21 pm
by Severus Snape
The way I've always seen it done is that the player/character would take the skill with the higher success rate. For example, Back Flip has a 50% chance of success under acrobatics, but a 70% chance of success under gymnastics. The player should only have the higher of the 2.

Re: The right way to handle Acrobatics + Gynmastics?

Posted: Wed Sep 15, 2010 12:52 pm
by dragonfett
The way one of my past GM's handled the situation is that figure out each level which one has the higher chance of success, and use that one.

Re: The right way to handle Acrobatics + Gynmastics?

Posted: Wed Sep 15, 2010 2:10 pm
by Killer Cyborg
Severus Snape wrote:The way I've always seen it done is that the player/character would take the skill with the higher success rate. For example, Back Flip has a 50% chance of success under acrobatics, but a 70% chance of success under gymnastics. The player should only have the higher of the 2.


Yup.

Re: The right way to handle Acrobatics + Gynmastics?

Posted: Fri Sep 17, 2010 3:12 am
by KSN
Thanks for the feed back guys.... I will do that.

Cheers!

Re: The right way to handle Acrobatics + Gynmastics?

Posted: Sun Sep 26, 2010 12:17 am
by jedi078
First of all I make Gymnastics and Acrobatics each cost three skill selections. Boxing, Wresting and Kick-boxing each cost two skill selections..

Then if some idiot player still wants to pick both Gymnastics and Acrobatics I tell them they are an idiot for wasting six skills in an effort to boost their character stats and that they cannot have both skills.

Re: The right way to handle Acrobatics + Gynmastics?

Posted: Sun Sep 26, 2010 2:13 pm
by drewkitty ~..~
The way I do it is to, in char creation, give the sub-skill side that is kept gets One level up of the other sub-skill.
example below
Spoiler:
acrobatics(+15)
--sense of balance(+15)--60+5--90
--walk tightrope--60+3--75
--climb rope--80+2--95
--backflip--60+5--75
-base climbing(+7)--40%--62


(female) gymnastics(+15)
--sense of balance--50+5--(see above)
--uneven parallel bars and balance beam--60+3--75
--climb rope--60+2--75
--floor exercises (tumbling & back flip)--70+2--85