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HOW TO: SKILL SPECIALIZATION

A DEEP DIVE INTO HOW TO BEST USE THE SKILL SPECIALIZATION SETTING RULE
BY DONAVON BAILEY — ART BY DEAN SPENCER

Running the game otherwise as wri�en for a few


The Skill Specialization Se�ing Rule tends to get a bad months, it became clear to me that having all of my
rap in the Savage Worlds community. It’s a rule that acts players have to invest skill points and Advances into
as something of a trap for new players, especially when allowing them to use their skills really ate into
coming from other games. But, in my opinion, Skill progression. Since I wanted them to grow into
Specialization is one of the most underexplored respectable heroes, I ended up scrapping the rule and
mechanics in Savage Worlds, even within some Pinnacle- sort of writing it off.
official material that could take advantage of it. I imagine that a lot of Savages experienced a similar
This may be a... controversial take. Let’s take a deep tale early on as they tried to get a feel for how the system
dive into this issue to understand what I mean. really works and how to match the system with the game
they wanted to run. People look at Specializations and

THE PROBLEM see it as adding detail and depth to a fairly simple and
streamlined game, and they tend to believe that adding
that perceived depth will make their world feel more
Skill Specialization is a bit maligned by experienced
alive and characters feel more distinct. When they realize
players for a couple of reasons, and to help illustrate why
that level of detail is unnecessary and can take away from
I’d like to start with a quick story.
the game, they drop it for a few reasons:
Shortly after I first started Savage Worlds (my first
exposure to tabletop role-playing) and began running 1. The level of granularity that Specializations introduces
games, I stumbled across the Skill Specialization rule in can take away from the simple and streamlined nature of the
Savage Worlds Deluxe. It struck me as very interesting game.
and, wanting to run a bit more of a “grounded” medieval 2. The desire for niche protection (making sure that two
fantasy game at the time, I wanted to try to implement characters don’t narratively or mechanically step on each
the Specialization rules to emphasize that my axe- other’s toes) is generally unfounded: if two characters have
wielders stayed in their lane and my dagger users the same Fighting skill, they can be quite distinct between
couldn’t easily shift to spears. Edges, tactics, and styles of play without needing to restrict
their weapon choices—in my experience, once players figure
out what kind of weapon they want to use, they stick to it
with or without the Skill Specialization rules.
3. Character progression and general badassery is
stagnated pre�y hard by this rule. Since characters have to
invest skill points and Advances into broadening their skill
usage, these points and Advances aren’t being spent on
Trait increases or Edges. If you want a high-powered, high-
octane game, the Specialization rules are like kryptonite.
These are perfectly reasonable criticisms which
highlight that this Se�ing Rule, just like any other, is not
designed to slot into any game, genre, or se�ing. It exists
to augment and emphasize a particular tone or feeling,
and in the case of Specializations that tone is pre�y
narrow.

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SavageSavage
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Artwork © 2015 Dean Spencer, used with permission. All rights reserved.
HOW TO: SKILL SPECIALIZATION
In most games, this is enough to achieve the effect most
WHEN (AND WHEN NOT) GMs want Specialization to fulfill—making sure the
chemist isn’t pulling out astrophysics knowledge, or that
Skill Specialization has a few particular strengths that
the airliner pilot isn’t pulling crazy stunts in a helicopter.
tend to be overlooked, but it’s important to remember
The major distinctions between the two are that
that this rule, just like Gri�y Damage or Hard Choices,
Specializations (a) are determined before the game by the
exists specifically to de-power characters within your
character build, not GM fiat, and (b) overcoming the
se�ing. Because of this, the rule works best when your
penalty isn’t a narrative concession, but a mechanical
player characters are widely just normal people.
one. To elaborate, Familiarization can be overcome by
To be clear, Specializations can technically work if the
saying they train/study for a certain amount of time,
players are supposed to be Big Damn Heroes or
while Specialization requires skill points or an Advance
otherwise assumed to be very competent badasses. Most
to bypass the penalties.
Savage se�ings make this assumption by default, and in
If your goal in the se�ing is to make characters feel like
those se�ings this rule introduces fairly small changes
flawed, realistic mortals, the mechanical backing means
that completely alter the tone of the game.
that, for example, a mechanic with Repair can’t learn
Specializations really shine when you want to emphasize
how to handle demolitions in a couple hours, but might
fear and horror in your game. In my experience, it fits
be able to with a couple sessions and an Advance spent
very well in gri�y war games or “civilians discover true
expanding his knowledge into that field.
horror” games (more Lovecraft than Supernatural).
It doesn’t work with all horror games, though: in an
interview with The GM Table, Ed We�erman and SPECIALIZATION VS EDGES
Prestone Dubose (the authors of Pinnacle’s East Texas
Mechanically, Edges exist to emphasize what characters
University se�ing) muse that they see ETU as a “heroic
are great at: making a�acks lightning fast, spending
horror” se�ing, rather than a “hopeless horror” game in
money willy nilly, or only failing Survival rolls on a
the vein of Call of Cthulhu. While Specializations can be
Critical Failure (because of that +2 bonus).
used in part to great effect in such games—specifically to
Specializations, on the other hand, are not about what
specify a student’s major more clearly than “Science”—it
characters are great at—rather, they showcase what a
can also undermine the Buffy-esque tone intended for
character is just proficient in and what a character isn’t
the se�ing. This is not necessarily a bad thing, but it is
good at. The name “Specialization” doesn’t refer to being
different and important to keep in mind.
especially great at one particular field, it refers to only
As devil’s advocate for those that vehemently oppose
being good at particular, specialized applications of their
the use of the Specialization rule, one criticism tends to
skillset.
be “why use Specialization when Edges and the
Again, remember that the point of the Specialization
Familiarization rules can achieve the same effect?”
rule is to make characters feel less heroic, just like Hard
Choices and Gri�y Damage. If you just want your
SPECIALIZATION VS FAMILIARIZATION characters to feel great in their special niche, use Edges.

Towards the end of the skills section in Savage Worlds,


there’s a half-page sidebar explaining the Familiarization
rules. In short, if a character is out of his element with a
skill that he has, impose a penalty between –2 and –4 to
his skill roll.” This effectively functions as a tool for GMs
to dramatically enforce the Specialization penalty on-
the-fly using common sense.

22
HOW TO: SKILL SPECIALIZATION
CAMPAIGNS AND ONE-SHOTS MANAGING STACKING PENALTIES
I’ve seen a number of groups try to run one-shots for
One interaction that can cause some confusion is how to
games like Interface Zero 2.0 and Weird War II (which I
manage penalty stacking, especially between
recommend using Specializations for later in this very
Specialization, Familiarization, and unskilled penalties.
product), but I generally advise against using
Does an unskilled character also suffer for being un-
Specializations in one-shots or mini-campaigns because
Specialized for a d4–4? Does being unfamiliar in a
they’re too short.
situation stack with not being Specialized?
In theory, a well-executed one-shot should be 3–6
Well, “imposing a penalty if a character is out of their
hours long and very focused in order to provide a good
element” should sound familiar since the se�ing rule is
story. In this time, players will only be able to make so
simply a codified (and slightly harsher) application of
many rolls, and often only a couple of rolls for each of
the Familiarization rules, rather than an additional rule.
their skills (if that). Because of this, characters will end up
Realizing this makes it incredibly easy to manage their
only having the opportunity to use their skills for their
interaction—if a character is unspecialized, it’s because
Specializations (defeating the point of the rule), or will
he’s unfamiliar, and the two don’t stack. Generally
feel punished for choosing a “wrong” Specialization
speaking, if a character has an appropriate Specialization
when their Repair is for fixing vehicles rather than
for the circumstance, he should never be subject to a
demolitions.
Familiarization penalty.
So why is this not an issue in longer games or
However, Familiarization penalties can go all the way
campaigns? For the most part, it’s a question of
up to –4; without the Specialization rules, that level of
opportunity. In a 10-session campaign, you’ll run the full
penalty only really applies if a character is looking to
gamut of the Specializations rule: sometimes you’re the
apply his skill in a way that is either opposed to, or
best man for the job, sometimes you’re the only one
completely unrelated to, his character’s background (the
around who’s even worth giving something a shot, and
example being a chemist suffering a –4 to his Science roll
sometimes you’ll just be out of your depth. It makes it
for “Paleozoic geology”). This is still compatible with
feel that your Specialization choice ma�ers.
Specializations: if a roll concerns a subject or
In short: with one-shots, just use Familiarization. In a
circumstance that is wildly removed from a character’s
full-campaign, Specializations are back on the table.
Specializations, increase the usual penalty from –2 to –4
(almost a “super unspecialized” penalty).
Unskilled rolls have a similar interaction with
FUN FACT: D4 & D6 Specialization: an unskilled roll is effectively a character
A d4 at –2 and a d6 at –2 are almost mathematically using a d4 and no Specializations, granting the –2. The
identical: about a 31% chance of success with either. two penalties do not stack, as they stem from an
This means that when working outside of a unfamiliarity with the subject at hand. A character
character’s Specializations, having a d6 in a skill is a�empting an unskilled roll for a subject or circumstance
effectively still unskilled. In fact, even a d12 at –2 is he is particularly unfamiliar with can increase the
just barely be�er than a d4 by a couple percentage unskilled penalty to –4. For example, a mechanic who is
points. unskilled in Academics may just not be well-read, but if
he grew up in the middle of rural Kansas and dropped
out of high school, an a�empt to recall the details of
Shakespeare may suffer a –4 rather than the usual –2.

33
HOW TO: SKILL SPECIALIZATION
Just as wri�en, the GM may deem that characters who
are unskilled or unspecialized in certain skills cannot
a�empt particularly complex tasks, and characters who
opt to voluntarily “fail” a roll because they believe their
character wouldn’t be able to manage the task given their
background might even earn a benny.
The rule-of-thumb I’d recommend to make life easy
here is the combined penalty between Familiarization,
Specialization, and the unskilled penalty should never
exceed –4.

JACK-OF-ALL-SPECIALIZATIONS
The Jack-of-all-Trades Edge is a li�le tricky to manage
with the Specialization rules. As wri�en, the Edge gives
you a skill at d4 with a Smarts roll, or a d6 with a raise.
When playing with Specializations, however, a
successful Smarts roll grants a d4 in the relevant skill and
the relevant Specialization. If the character wishes, she
could use this with a skill she already knows with at least
a d4 to gain a temporary new Specialization with a
success, as well as increase the skill to d6 with a raise. CIVILIAN GAMES
Whether you’re professors, investigators, students,
SPECIALIZATIONS actors, lawyers, doctors, diplomats, journalists, burglars,
or gangsters, the following skills may benefit from
Perhaps the most important part of skill Specializations Specializations in your game.
is tailoring the available options for your specific tone Specialized Skills: Academics, Athletics, Electronics
and se�ing. This is a portion of the core Se�ing Rule that (sci-fi games), Healing, Notice (investigative),
likely contributed to the bad rap it gets—not every skill Performance, Persuasion (social-heavy), Research
needs a list of Specializations in every game. (modern only), Repair, Riding, Science, Survival, Taunt,
So, here are some example assortments of Thievery.
Specializations, both for “civilian” (and adventurer)
games and military campaigns. Keep in mind that you
can mix and match Specializations between the two—if
MILITARY GAMES
someone in a military game takes Science, you can use The World Wars, the Cold War, the War on Terror, and
Specializations from civilian games to flesh it out. even the future War to Save Humanity could use
More importantly, remember that you should only Specializations in these skills:
include Specializations that will be used in your games. If Specialized Skills: Athletics, Ba�le, Common
you’re playing pulpy, Indiana Jones-style treasure Knowledge, Driving, Electronics, Healing, Piloting,
hunting, you probably don’t need Specializations for Repair, Shooting, Survival.
Notice—in the unlikely event that the distinction
becomes important, simply use Familiarization. On the
other hand, those Specializations can be very useful in a
detective or political game.

44
HOW TO: SKILL SPECIALIZATION
THE SKILLS LIST BATTLE (SMARTS)
Specializations: Aerial (dogfighting), Land, Naval
ACADEMICS (SMARTS) (including space cruisers).
Specializations: Anthropology, Archaeology, History, While the generalities of ba�le tend to hold true across
Journalism, Law, Linguistics, Literature, Philosophy, the board—flanking maneuvers, supply lines—specific
Political Science. tactics and execution tend not to translate as well.
As one of the primary “Knowledge” skills, there are a
lot of potential Specializations. Generally speaking, this BOATING (AGILITY)
covers an understanding of the humanities—history, How many times have you ever used Boating? Really,
religion, literature, and other subjects that would qualify how often? In most se�ings, if you use the skill at all, it’s
for an Arts degree. The listed Specializations are just a for a scene or two every few sessions and often with
recommendation for the breadth of the skill; the specific rowboats or speedboats.
Specializations available should vary based on se�ing. In se�ings where Boating really is important,
In the real world, many of these fields tend to intersect characters very rarely “jump ship” to new vessels, or if
quite heavily, and in some cases it can be difficult to they do, they handle very similarly. If you ever need it,
determine if a roll falls under a given Specialization. For Familiarization fits be�er.
knowledge that can be considered “adjacent” to a
character’s Specialization (such as archaeology and
history), consider decreasing the penalty to –1. Similarly,
COMMON KNOWLEDGE (SMARTS)
Specializations: Navigation.
increase the penalty if the character is way out of their
Similar to Athletics, characters do not choose a
depth (archaeology and law, for example).
Specialization for free; characters do not suffer
Specialization penalties for most uses of the skill.
ARCANE SKILLS However, Navigation is a Specialization as it does
Whether or not the various arcane skills should have require some training. This isn’t following a road or
Specializations depends on the se�ing in question. using a GPS, but determining your position, plo�ing a
Oftentimes, they should not, but in some cases (such as a course, trekking without landmarks, or maneuvering
fantasy se�ing with distinct “schools” of magic) you can over the open ocean. Failure when navigating means the
use Specializations to emphasize different uses of magic party is lost, off course, or otherwise takes longer than
without requiring new skills or Arcane Backgrounds. expected to reach a destination (dangerous during a time
crunch, or if fuel or supplies are low).
ATHLETICS (AGILITY)
Specializations: Climbing, Sports (choose one: polo, DRIVING (AGILITY)
soccer, skiing, etc.), Swimming, Throwing (precision). Specializations: Hover, Four-Wheeled, Tracked, Two-
Athletics is a unique skill in that characters do not get Wheeled (i.e. motorcycles).
to choose a Specialization for free. Rather, characters Vehicles like tanks aren’t difficult to drive, but they’re
begin as proficient in “general” athletics and don’t suffer different enough that they warrant Specializations.
the Specialization penalty for uses such as jumping, Remember that Driving rolls aren’t needed to simply
grappling, catching, acrobatics, interrupting from Hold, make a vehicle go from A to B, but to navigate in precise
and so forth. fashion or perform more complicated maneuvers.
The Throwing Specialization covers axes, knives, If dealing with a world that has both manual and
rocks, and so forth; a grenade isn’t about precision automatic transmission, characters that never “learned
throwing and doesn’t require this Specialization. If stick” should suffer a Familiarization penalty, rather
someone wants to specialize in “acrobatics,” they should than needing to purchase a Specialization.
take the Acrobat Edge instead.

55
HOW TO: SKILL SPECIALIZATION
ELECTRONICS (SMARTS) GAMBLING (SMARTS)
Specializations: Astrogation, Communications, Drones, Gambling as a skill isn’t just luck—it’s not going to help
Electric Engineering, Sensors/Scanners, Targeting you at the roule�e table or the slot machines. It’s
Systems, Vehicle Systems (lock-on, anti-missiles, etc.). counting cards in poker or blackjack, knowing the
Most common in military games, you’re trained to players in a sports team or horse race, and understanding
operate a particular type of equipment, so the rules of the game.
Specializations focus on the common varieties of military In the context of Savage Worlds games, however,
tools. This can also be common in sci-fi games, where Gambling often either comes up too rarely or, at best, the
even your average spice runner needs to be able to possible games you can Specialize in entirely depends on
operate scanners, FTL navigators, and so on. the se�ing. Generally speaking, run with Familiarization
penalties rather than digging into every possible game.
FIGHTING (AGILITY)
Fighting is super broad: not just in the game but in real HACKING (SMARTS)
life as well—fighting with a sword, an axe, or a spear all Hacking covers programming, but in Savage Worlds
follow exactly the same principles, and if you know how nobody is ever going to need to make a roll to program a
to fight you can pre�y easily learn how to how to user interface in C# or assemble an SQL database. It’s for
competently use a spear or a sword with just a couple of cracking firewalls, bypassing security protocols, and
days of practice and a halfway decent teacher. To that hacking the mainframe (and making all your computer
end, Familiarization is more appropriate for Fighting in science players cringe when you use that terminology).
almost all Se�ings than having Specializations in If for some reason your hackers encounter a problem
different types of weapons. other than the usual cinematic fare that’s outside of their
skillset, just use Familiarization.

HEALING (SMARTS)
Specializations: First Aid, Forensics, Medication
(including antitoxins), Surgery.
In the relevant professions, First Aid is almost always
the first skill taught, and is the Specialization used for
patching up Wounds and stabilizing a Bleeding Out ally.

INTIMIDATION (SPIRIT)
This is one of the only skills that I can’t think of a single
Specializaton worth giving regardless of se�ing or
context, as it’s just too narrow to have many different
facets of operation. Intimidation is really just about being
scary—whether that’s by appearance, aura, skill, or
delivery, the end result (and consequences thereof) is
exactly the same, so the differences as to which you
employ are entirely trappings-level. (Compare this to
Taunt, which can prompt very different responses
whether you irritate someone into taking action or plant
an idea in the back of their mind.)

66
HOW TO: SKILL SPECIALIZATION
Intimidation works best on a case-by-case basis, Charm is what many Persuasion a�empts default to:
employing penalties (or bonuses) depending on what being likable, funny, and so on. Fast Talk is less about
exactly the player a�empts and how susceptible their ge�ing someone to like you for your personality and
target might be to their particular actions. more ge�ing someone to agree with you through more
deceptive means, leading the target through half-truths
or moving quickly enough to catch them off-guard.
NOTICE (SMARTS) Leadership is the quality of ge�ing others to buy into
Specializations: Observation, Kinesics, Inspection.
your convictions and believing that they should listen
Notice should only have Specializations in more
because you have control of the situation. Seduction is
detective- or diplomacy-oriented games. Observation
the art of ge�ing folks (often of the opposite sex) to listen
can be likened to “passive perception” from other games,
to you because they’re thinking with their heart (or
spo�ing details or hidden foes they may not be on the
another body part) instead of their head.
lookout for. Kinesics is the art of reading people (figuring
In most games, the difference between these methods
out someone’s emotional state, whether they’re lying or
is best handled through Familizarization and taking
not, and so forth). Inspection is for searching an area for
context into account, but in more social- or diplomacy-
a particular target or investigating a specific object for
oriented se�ings, which method your character excels in
certain details or clues.
(and more significantly, which methods you’re weak in)
can be very important.
OCCULT (SMARTS) Note that bribery is not a Specialization. When used,
Whether or not Occult should have Specializations bribery should add a bonus to Persuasion rolls, but most
depends on whether or not the se�ing supports different bribery a�empts will probably fall under Charm—if
Occult Specializations. Some games might have different you’re unlikable enough, people won’t even take money
Specializations for monsters, schools of magic, and from you to cooperate.
understanding which legends are true and which are
total hogwash. Others may be Specializing in monsters
from different regions (while magic isn’t a factor at all),
PILOTING (AGILITY)
Specializations: Fixed Wing, Helicopter, Jetpacks,
and others still may simply be an awareness of occult
Orbital/Spacecraft.
mythos, and Specializations just aren’t something to
consider. This will take some consideration on a se�ing-
to-se�ing basis. REPAIR (SMARTS)
Specializations: Demolitions, Electronics, Fighter Craft,
Land Vehicles, Metallurgy, Ships, Weapons.
PERFORMANCE (SPIRIT) This is split into the broadest categories of repairable
Specializations: Acting, Dancing, Dramatic Reading,
equipment available in the se�ing. In some games, it may
Instrumentation (choose one), Modeling, Singing.
be appropriate to combine fighter craft, land vehicles,
and ships into a single Vehicle Specialization.
PERSUASION (SPIRIT)
Specializations: Charm, Fast Talk, Leadership,
Seduction.
RESEARCH (SMARTS)
Specialization: Digital, Physical.
Ultimately, Persuasion gets other characters to like you
Back in the old days, all research was physical—
and believe in you—there’s a number of ways to do this.
newspapers, old books, record archives, and so forth. In
modern times, this ubiquity has diversified, and the art
of finding information in a library is being lost. In sci-fi
games, physical research may be phased out entirely.

77
HOW TO: SKILL SPECIALIZATION
RIDING (AGILITY) STEALTH (AGILITY)
Specializations: Carriage, Flying Mount, Land Mount. Like Intimidation, Stealth is just too narrow to have
different facets that can be Specialized in. Stealth is just
SCIENCE (SMARTS) about hiding and not being noticed—there aren’t exactly
Specializations: Astronomy, Biology, Chemistry, a lot of ways to go about this, and the differences that
Engineering, Geology, Physics, Psychology. exist ultimately come down to the same outcome.
The other big “Knowledge” skill along with
Academics, Science covers almost every advanced field SURVIVAL (SMARTS)
of study from mathematics to epidemiology to nuclear Specializations: Arctic, Desert, Mountain, Temperate,
biomechanics. As with Academics, I tried to keep these Jungle, Swamp, Urban.
Specializations broad enough to be used in play, but the
specific Specializations should be determined by the
se�ing, and “adjacent” Specializations should be given
TAUNT (SMARTS)
Specializations: Annoyance, Derision, Reverse
consideration for a lower penalty (astronomy and
Psychology.
physics are closely related, for example).
In the core Savage Worlds rules, the Taunt skill is
extremely narrow in its scope. Something I find to work
SHOOTING (AGILITY) quite well is broadening Taunt to cover “social
Specializations: Artillery & Anti-Tank Guns*, manipulation.” In contrast to Persuasion (which is
Bombardiering*, Bows, Cannons, Gunnery* (naval making others want to help you), Taunt is egging a target
cannons), Mortars*, Personal Guns (pistols, rifles, into doing something you want without them realizing
machine guns, etc.), Rocket Artillery*, Torpedoes*. that you want them to do it.
*Some se�ings may introduce an Ordnance (Smarts) skill Annoyance is throwing out puns, quips, or otherwise
for enormous or indirect fire guns; in those se�ings, marked irritating someone into taking some kind of action
Specializations should be Ordnance Specializations instead. (generally quite angrily). Derision includes ridicule,
This skill should be especially broad, particularly for cruelty, or otherwise working to undermine a target’s
infantry. Rather than subdividing pistols, rifles, and self-esteem to get them to cooperate. Reverse Psychology
shotguns—most characters who know how to use one of is the delicate act of feeding your target information they
those likely knows how to use the others or can pick it up feel compelled to act on. For example, saying within
in a couple of minutes, and one or two combats with an earshot of a captured thug “if he leaves, he’ll tell his boss
unfamiliar weapon (such as an assault rifle or rocket everything he knows about us,” prompting him to
launcher) should be enough to get a handle on things— unwi�ingly lead you to their secret lair.
this is used to distinguish broad categories of weapons. This distinction can be much more important in social
For most weapons, such as pistols, rifles, machine guns, se�ings than more action-oriented games. Note that this
etc., take the Personal Guns Specialization. isn’t lying—that still falls under Persuasion.

THIEVERY (AGILITY)
Specializations: Forgery, Lockpicking, Pickpocketing,
Safecracking, Sleight of Hand, Trap Disarmament.

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