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Posted: Fri Oct 08, 2004 10:01 am
by glitterboy2098
the Q&A in the rifter on gaining new skills in ATB never made sense to me.
in ATB, yes there are few remaining centers of learning, but simple skills can be self- taught, and the "master-apprentice" method still works for more complex stuff with out schools or colleges last i knew.
so gaining new skills should be rare, but not impossible.
Posted: Fri Oct 08, 2004 9:21 pm
by gordyzx9r
glitterboy2098 wrote:the Q&A in the rifter on gaining new skills in ATB never made sense to me.
Which Rifter? And if you know, what Rifters have AtB material in them, I haven't been keeping up.
Posted: Sat Oct 09, 2004 1:05 pm
by glitterboy2098
#18. (IIRC)
has a NGR black knight on the cover.
the Q&A section in the front has a ton of ATB related questions.
as well as a simple guide towards creating new animal templates. (includes the Emperor penguin as an example)
the skills question was "why doesn't ATB have rules for gaining new skills?"
and the answer was something along the lines off, there is nowhere to learn them, and characters are expected to survive by their wits and mutant powers.
(i thought the "wits" part was funny, since living by your "wits" usually results in a person learning a ton of useful skills.)
Posted: Mon Oct 11, 2004 9:44 am
by gordyzx9r
glitterboy2098 wrote:#18. (IIRC)
has a NGR black knight on the cover.
In the online catalog it shows #17 with the NGR Black Knight.
New Skills in AtB
Posted: Fri Oct 15, 2004 1:08 pm
by Rali
In a previous discussion thread Eric commented something along the lines that AtB games tended to be rather fast paced with little time for characters to seek out and learn new skills.
However, that's not to say all AtB games/campaigns are that way.
I like the idea of instituting NPC trainers/tutors/teachers in certain locations around the AtB world. I created the
"Winterbourne School for Mechanics" as once such location in my AtB world. I still need to finish it up, but you might get the idea.
Also check here for some notes on
"Learning new skills in AtB".
Remember, most characters learn via internships which are more time consuming than just finding someone to teach you the basics of something, so it's probably best to start new skills at -5% their base, or lower based on the circumstances.
Posted: Mon Nov 14, 2005 11:13 pm
by shiiv-a
horse shoes in general are used to assist the horse for traction and to keep the hoof from taking damage like splitting, chipping or cracking. all of which will cripple a horse for a period of about 6 months, depending on how bad the injury is.
for the animals inside city limits, the shoes will require a cushion to help protect the other leg bones [wont get all equine here] so they wont be out of work, for an unknown amount of time.
natural hooves IF in the wild and on rocky or hard ground, the hooves will wear down, but will be jagged.
farriers are needed about every 6-8 weeks, depending on the condition of the horse, the hoof, and where the animal is located.
not sure that helped at all, but there you go
Posted: Thu Nov 17, 2005 8:21 am
by CyCo
macksting wrote:
Edit: Maybe drill oddly-shaped holes in the hoof just for the purpose of clip-on metal horseshoes or clip-on rubber boots?
Actually, they do make
rubber horseshoes. These are mainly used by police horses, and other horses that are frequently used an paved surfaces (like carrage horses such used as wedding carrages and the like).
Not quite what you're looking for, but still worthty of note for those players who's characters are hooved.