From: Newton Hughes (C442196@MIZZOU1.missouri.edu)
Date: Wed 25 Aug 1993 - 17:10:17 EEST
When I wrote SCM, I meant "skill category modifier." Sorry about that.
They're complex for beginners to calculate, they increase the number
of trivial boring arithmetic operations required to create a player,
they're hopelessly biased in favor of manipulation/weapon skills and
against agility skills, and they're usually chickens**t unless some
humongous secondary characteristic is skewing things. As far as
character creation goes they're a royal pain.
I saw today another voice in favor of having changed skill category
modifiers not affect current skill values, and my idea isn't far off
from that. My idea was to keep skill category mods out of the char-
acter generation process entirely, not be added into skill values at
any point, and just use them when figuring skill increases.
nh
0,,
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