did some thinking on skill conversion as i'm currently upgrading my R.T campaign to the B.C ruleset ,,
so how do you deal with the Trade skill in the B.C context?
it seems like the FFG guys complete gave up on trying to formulate a resonable responce to Trade vs Craft.
in fact they copy/pasted the R.T Trade text directly which makes absolutely no sense, as fx Profit Factor has no place in B.C..
i went about it this way:
i completely removed the Trade skill and divided the specialisations betwixt commom lore and scholastic lore. also, i removed any specialization already covered by the 3 craft skills! that seems to have done the trick! meaning, if one of your players wish to make and sell a painting he/she just needs to roll a : common lore Artist and a commerce skill test!
amongst the skills i removed was: armorer, technomat, cryptographer, chymist, apothecary, merchant, explorator, linguist, rememberancer etc as they are already covered by medicae(chem-use), survival, tech-use!
how would you have solved the problem of trade in your group?
i will cross-post this question on theR.T board!!
oi oi
! : ?