Archived from groups: rec.games.frp.super-heroes (
More info?)
"Rick Pikul" <rwpikul@sympatico.ca> wrote in message
news:MPG.1b2b19c96efc708c98977e@news.supernews.com...
> In article <eJUvc.14289$hM4.14284@twister.socal.rr.com>,
> clebron@san.rr.com says...
> > "David Johnston" <rgormannospam@telusplanet.net> wrote in message
> > news:40b402c9.41283752@news.telusplanet.net...
> > > On Tue, 25 May 2004 22:53:36 -0400, Michael Sears
> > > <armitageNOSPAM@mhcable.com> wrote:
> > >
> > > >David Johnston wrote:
> > > >> Just out of curiousity, did they change Cramming at all with the
new
> > > >> rules?
> > > >
> > > >Reclassified as an Intellect Skill.
> > > >5 points.
> > > >Several hours of study to gain Familiarity with a Skill (8- roll), a
1
> > > >point language, or a 1 point Skill (e.g. Transport Familiarity,
Weapon
> > > >Familiarity).
> > > >Last for one adventure, then forgotten.
> > > >Roll can't be improved.
> > >
> > > So, still useless then.
> >
> > Yeah, still useless. Though I interpret the "roll can't be improved"
rule to
> > mean, as far as my own games go, that you can't *buy* it higher - Skill
> > Levels still apply.
>
> You can't add skill levels to a familiarity at all, not even if
> you pay points for it.
I know this. I just disagree with it. I see the point (as I understand it)
of the Cramming skill, but I feel it can be broadened a bit, provided you
keep an eye on it and don't let things get too out of hand.
> > This is because I like the idea of being able to have
> > several switchable skills that can be at, say, 10-.
>
> To do that you need a multipower or VPP, (and GM permission).
Or to change the rules. -shrugs- Frankly, I'd want a *really* good reason
why you'd want a Cramming slot at that level on your character, and would
probably want it limited in some way.
Besides, if I were to go with a VPP, it would probably cost about the same,
or maybe a *little* bit more. Your pool would be about 5-7 pts, and your
control cost would be reduced so hard it would cost 1 pt.
> --
> Phoenix
Chris