Characteristic Theory

From Skillful Roleplaying Game
Jump to: navigation, search

We don't allow you to buy aptitudes directly with a skill, so this means we should not write characteristics which are pretty close to that (so things like deadly, or the old smart, are just not good).

Cost Base If there are more good than bad in a first tier, good costs 3*tier bad gives 2*tier if there are more bad than good in a first tier, good costs 2*tier, bad gives 1*tier

Also add some metric of "spread" add a discount for characteristics that are more spread across many first tiers.

This metric will be a standard deviation, jeff has a formula, we probably want a discount that is somewhere around .2*stddev

Personal tools
Namespaces
Variants
Actions
Navigation
Toolbox