daltoncalford
SOC-12
Skills
Although it does not really apply to the discussion of Tasks and Task Resolution, it should be noted that there are different types of skills (a specialized type of attribute).
General skills are those skills that show a common thread of knowledge across all the specialized skills that derive from it. For example, if you understand what a gun is, and you have handled guns before, odds are you can adequately use an unfamiliar gun or class of gun. You won't be a marksman, but you know enough to get by.
Specialist Skills are for those skills that you have concentrated in a particular area of knowledge. Using the above example, you can use any type of gun, but due to extra training, you are better with rifles.
Master Skills take the idea of specialization even further, where you have taken your training in a particular area to the point where you can make a particular type of rifle perform exceptionally better than a normal specialist. This is the area of the trained sniper/marksman.
General Skills are easy to get, but, they are limited to level 5 in attribute level.
Specialist Skills require the appropriate general skill(s) and only have a attribute level limit of 10.
Master Skills require the appropriate specialist skills and they are limited to an attribute level of 15.
Scale
Scale has been discussed in the Die Modifiers section, but, it's full detail and impact affects both the storyline of the game as well as the game mechanics. When you are describing something that is a order of scale larger or smaller than another item, think of what is average at the smaller scale, and think about the larger item being about 10 times that size. So if the average human is around 150 pounds, the average human+1 scale is around 1500 pounds (plus or minus some depending upon the attribute value of the larger scale).
If you work with the assumption that from one scale value to the next is a multiple of 10, you won't go wrong, but, remember, the game system is a simulation designed for game playing and narration, not for hard and fast scientific real world modelling. If something just does not feel right when working with different scales, change it.
Although it does not really apply to the discussion of Tasks and Task Resolution, it should be noted that there are different types of skills (a specialized type of attribute).
General skills are those skills that show a common thread of knowledge across all the specialized skills that derive from it. For example, if you understand what a gun is, and you have handled guns before, odds are you can adequately use an unfamiliar gun or class of gun. You won't be a marksman, but you know enough to get by.
Specialist Skills are for those skills that you have concentrated in a particular area of knowledge. Using the above example, you can use any type of gun, but due to extra training, you are better with rifles.
Master Skills take the idea of specialization even further, where you have taken your training in a particular area to the point where you can make a particular type of rifle perform exceptionally better than a normal specialist. This is the area of the trained sniper/marksman.
General Skills are easy to get, but, they are limited to level 5 in attribute level.
Specialist Skills require the appropriate general skill(s) and only have a attribute level limit of 10.
Master Skills require the appropriate specialist skills and they are limited to an attribute level of 15.
Scale
Scale has been discussed in the Die Modifiers section, but, it's full detail and impact affects both the storyline of the game as well as the game mechanics. When you are describing something that is a order of scale larger or smaller than another item, think of what is average at the smaller scale, and think about the larger item being about 10 times that size. So if the average human is around 150 pounds, the average human+1 scale is around 1500 pounds (plus or minus some depending upon the attribute value of the larger scale).
If you work with the assumption that from one scale value to the next is a multiple of 10, you won't go wrong, but, remember, the game system is a simulation designed for game playing and narration, not for hard and fast scientific real world modelling. If something just does not feel right when working with different scales, change it.