<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=167462.msg7835241#msg7835241">Quote from: Sabre on 06-03-2013, 19:04:40</a></div></div><blockquote class="bbc_standard_quote"><br/><strong>Say Ciosa, how long does it take for a character to build, say, a trade skill from 0 to at least 1 or 2?  And would being super nimble and Two Fisted do any good in that regard?</strong><br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>All trade skills are classified as Knowledge skills, so having a high base of Knowledge is more important than any physical trait.  (as would Profession and Academia.)  A case can be made for certain skills that represent a specific profession that another Trait is more important, and I'm willing to entertain those arguments - but since the discussion has revolved around tailoring/dressmaking, I'll use it.  One of the most fundamental aspects of being a good dressmaker/tailor would be the planning stage; knowing where to reinforce a particular piece of clothing because of how it will hang on the body, or when someone's body type will require a slight shift in approach.  The repetitive portion of actually sewing would be aided by a high deftness, but the knowledge of what thread/materials to use and how to construct different styles is essentially an extension of knowledge, not physical deftness.  So a highly deft character might be a good stitcher, but not necessarily high a high Tailoring skill.<br/><br/>On a related note, there was a question about Tailoring vs. Dressmaking.  While I understand that in reality the two professions do differ, since the basics of the skill comprise 'making objects from cloth, leather, linens, thread' etc, I'm having them act functionally as the same skill.  As a counter example, if someone had Trade: Blacksmith, I'd allow them to serve as a generic metalworker in many other regards, even though the crafting of armor plates and swords are different disciplines, the core knowledges of how to smelt metal, make alloys, and shape them are a knowledge set that remains unchanged.  This is not perfect realism, but some of that is my deliberate desire to simplify the rules.<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=167462.msg7835412#msg7835412">Quote from: Dhi on 06-03-2013, 19:41:52</a></div></div><blockquote class="bbc_standard_quote">Hm yes. A GM question.<br/><br/><strong>Ciosa, how many points do I gotta throw at this Tailoring and Biology stuff before it sticks?</strong><br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>A skill rating of one - two represents either a talented amateur or someone with a modicum of training at a skill.  In equipment terms, someone with a 1-2 skill could produce el cheapo/poor gear.  At a skill level 3, they can produce average gear, or act in a professional capacity using that skill.  Someone with gambling 3, for instance, could make a reasonable enough living off gambling to do it professionally.    A four represents someone capable of making Fine gear, and a five is required to make extraordinary gear.  They represent what most would think of as the pinnacle of their profession.<br/><br/>That is NOT, however, the cap for skills.  After game start, it will be possible to buy skills as high as ten.  (This will take a long time, IRL, so be prepared, if that's your goal.)  After level 5, we're talking about legendary practitioners of a skill.  They can do things that make even grizzled experts go 'damn.'  Scientists will be the kind of theorists who are advancing their field and making contributions that will resonate for decades or centuries.  A skill of seven or eight is someone we think of as iconic in their association with a skill - Doc Holliday and Wild Bill Hickok for Shootin', Abraham Lincoln with persuasion, Nikola Tesla with Science: Engineering and Science: Physics, Bruce Lee with Fightin'.  A skill level five is 'wow.'  They're amazing to watch work in their chosen capacity.  6+ is redefining how people even think about that skill.