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Homeworld skills - still don't make sense to me

themink

SOC-13
The way it is written, if I come from a low TL homeworld, I end up with fewer skills and a lower Edu.

I don't understand this at all. The explanation in the rules is that low TL people spend more time working and less time studying.

I agree that the Edu bonus seems reasonable (if Edu represents general education) however surely by working, the low TL character has built up skills in whatever they were doing.

So a low TL barbarian type, should start with a very low Edu but a correspondingly large number of skills (P/Farmer for a start). High TL characters spend their time doing "general" education and not concentrating on any particular "job" until they get to 18 years old.

This actually has some play balance in it as an added bonus. (ie +4 Edu means no skill, +3 means 1 skill level, +2 means 2 skill levels etc etc)

Of course, the higher Edu means that level levels of skill will be needed if they are "edu" skills - but thats what you get for being highly educated.
 
The idea is that someone coming from a developed world has more time to pursue other interests.

A farmer on some low-tech world is a farmer. Focused on P/Faming.

Where as on a high-tech world, a farmer has much more free time thanks to automation. Time which can be spent on interests beyond what puts food on the table.

Basically, on high tech worlds, Liberal Arts educations exist.
 
Characters from Very Low Tech worlds are still getting three Homeworld Skills, it's just that two of the three are fixed as Riding and Survival.

As for "fewer skills", that's the Barbarian *class*, not necessarily everyone on such a world.

Or did you mean something else?
 
The rules as written give people with a low tech homeworld a single skill only.

So they get the choice of riding or survival.

If I decided to use Homeworlds I would be adding p/Farmer etc to the lists and giving more of them to players from low tech worlds.
 
Originally posted by The Mink:
The rules as written give people with a low tech homeworld a single skill only.

So they get the choice of riding or survival.

If I decided to use Homeworlds I would be adding p/Farmer etc to the lists and giving more of them to players from low tech worlds.
The rules as I read them give a low-tech character two skills. Their 'homeworld' skills, and a choice between Riding and Survival.
 
Originally posted by Stormraven:
</font><blockquote>quote:</font><hr />Originally posted by The Mink:
The rules as written give people with a low tech homeworld a single skill only.

So they get the choice of riding or survival.

If I decided to use Homeworlds I would be adding p/Farmer etc to the lists and giving more of them to players from low tech worlds.
The rules as I read them give a low-tech character two skills. Their 'homeworld' skills, and a choice between Riding and Survival.</font>[/QUOTE]I didn't misread it. Page 32 - Characters from VL or L Tech worlds automatically gain the Ride and Survive skills, in addition to any other skill selected.
 
Don't forget, a character with Barbarian prior history completes their "education" at age 14, not 18, then goes off to...whatever they do. In exchange for the lower education and limited homeworld skills, they get four years of experience, and probably three or four experience levels. Not a bad trade-off, really.

Thanx heaps,

DGv2.0
 
Originally posted by Stormraven:
Page 32 - Characters from VL or L Tech worlds automatically gain the Ride and Survive skills, in addition to any other skill selected.
yup. Ride-0, Survival-0 and one other selected from the appropriate homeworld types. In several cases for Very Low Tech, the choice is limited to increasing one of those two to one rank...
 
Semi off topic, but one thing I noted is that a Luriani from their homeworld, Daramm can't take swim skill as a homeworld skill! I don't have the book in front of me, but if I remember right swim is either a low or very low tech homeworld skill for a waterworld, yet since Daramm is TL 14, they can't take it since their homeworld is thus very high tech!

I've personally been giving them such as an extra homeworld skill, unless the background does not allow for such (A Luriani belter for instance, which is possible, according to the Ley Sector data here Daramm has a belt), and even then been allowing them to go ahead and pick it as a homeworld skill, I just see it as an instinctive skill for them up and beyond their +4 bonus...plus most classes don't have it as a class skill, if I remember right. (And anyway, can't a large asteroid complex have a pool?
)
 
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