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How To: Skill SpecializationClick to magnify

How To: Skill Specialization

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The Specializations Setting Rule in Savage Worlds tends to get a bad rap, but if it's applied properly and carefully, I think you can get a lot of mileage out of the rule. How To: Skill Specialization aims to place a spotlight on when to use the rule, the best ways to implement it, and how it interacts with Edges such as Jack-of-All-Trades or rules such as Familiarization.

This requires a copy of Savage Worlds Adventure Edition to use.

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John J October 18, 2020 11:57 pm UTC
In my 1st Edition Top Secret conversion (which I will post SOMEDAY if it ever finish tweaking it), I try to figure out the 38 "Areas of Knowledge" (AOK) skills in the base game plus the 5 in Top Secret Companion. Turns out, some map directly to SW skills such as "Aeronautical Engineering" is used in TS to pilot aircraft, thus is Piloting in SW. But others are more obtuse. So does one use Science (with a note in the characters background that they studied geology) or Science: Geology or perhaps use the Interests idea from Call of Chthulu which grant an interest (aka very specific skill) per die of Smarts which is rolled at Smarts +1.

Interests are cool, but do not increase unless the base attribute of Smarts increases. Thus for my Top Secret conversion, I tend to go with skill specialization to emulate AOKs which do not map to Savage Worlds skills. In the end, games where a wide range of knowledge is important - such as espionage - can make good use of skill specializations.
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Manuel S April 30, 2020 11:52 pm UTC
You're still wrong. :P
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Donavon B May 01, 2020 3:47 am UTC
CREATOR
no u
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Manuel S May 07, 2020 1:02 pm UTC
<3
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File Last Updated:
February 18, 2023
This title was added to our catalog on April 30, 2020.