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Post by Rule Hound on May 20, 2016 0:17:21 GMT
The +5 bonus to their test pool will remain regardless of effective skill level.
Effective Skill Levels of specializations.
It does not makes sense that a lvl 1 or two retainer would effectively be as knowledgeable about a Lore, or a master craftsman and rarely as good as a Cainite, having an effective lvl 5 skill just because they gain a +5 to their test pool.
We have just implemented a rule that says a NPC skill will be 1/2 x NPC rating (rounded up). Thus a lvl 3 retainer with the Craft Drawing skill could produce a craft x 2 drawing (with success on a craft test).
Should a lvl 4 NPC have 4 skills at lvl 5 when Most Cainites in game don't have half that many?
We have more than one character whose concepts involves being masters in a particular skill, should a lvl 1 retainer be able to craft a Masterwork Sword? Craft Weapon Smith x 5? or a masterwork painting?
This would not affect disciplines. Disciplines would still remain the same. how many focuses your retainer puts into potence in combination with your level will still determine what level of potence they could use and so forth.
Or, should we try to balance it. If you want a retainer that is a master smith you would need to add extra specializations? maybe 1/2 x NPC rating (round up) + 1 per additional specialization allocated to the skill?
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Post by Johan the Smith on May 20, 2016 17:48:43 GMT
I think there should be some way to get a retainer into the higher skill ranks. Spending additional specializations on it sounds like a good idea, trading breadth for depth.
My first thought about the 1/2 level when reading the other posts was with the first skill limiter I was told of: steel. Rounding up, you would need a lvl 5 retainer to make the stuff. Rounding down, it would be impossible for a mortal. Either way, it would be impossible for a mortal to create a weapon with more than a single trait on it.
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