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		<title>Alternate Profession System</title>
		<link>https://suffadv.wikidot.com/forum/t-53081/alternate-profession-system</link>
		<description>Posts in the discussion thread &quot;Alternate Profession System&quot; - An alternative rule system for how Professions affect rolls and interact with capabilities.</description>
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		<lastBuildDate>Mon, 05 Oct 2026 23:38:50 +0000</lastBuildDate>
		
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				<guid>http://suffadv.wikidot.com/forum/t-53081#post-143892</guid>
				<title>Re: Alternate Profession System</title>
				<link>https://suffadv.wikidot.com/forum/t-53081/alternate-profession-system#post-143892</link>
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				<pubDate>Sat, 12 Apr 2008 23:16:03 +0000</pubDate>
				<wikidot:authorName>Tantavalist</wikidot:authorName>				<wikidot:authorUserId>111391</wikidot:authorUserId>				<content:encoded>
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						 <p>While I haven't run the Sufficiently Advanced system (though I intend to at the first opportunity), I've run games on Blue Planet, where the system uses a similar mechanic to represent the difference between training and natural aptitude. Perhaps SA will have some differences, but I don't foresee it being particularly different in practice.</p> 
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				<guid>http://suffadv.wikidot.com/forum/t-53081#post-143884</guid>
				<title>Re: Alternate Profession System</title>
				<link>https://suffadv.wikidot.com/forum/t-53081/alternate-profession-system#post-143884</link>
				<description></description>
				<pubDate>Sat, 12 Apr 2008 22:32:13 +0000</pubDate>
				<wikidot:authorName>Colin_Fredericks</wikidot:authorName>				<wikidot:authorUserId>58784</wikidot:authorUserId>				<content:encoded>
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						 <p>Seems like a decent way to do things. If you run a playtest with this, let me know how it turns out. High-skill characters will be even more reliable under this system, so you may have to alter the amount of Reserve they have, or jack up the difficulty levels.</p> 
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				<guid>http://suffadv.wikidot.com/forum/t-53081#post-143751</guid>
				<title>Alternate Profession System</title>
				<link>https://suffadv.wikidot.com/forum/t-53081/alternate-profession-system#post-143751</link>
				<description></description>
				<pubDate>Sat, 12 Apr 2008 16:59:14 +0000</pubDate>
				<wikidot:authorName>Tantavalist</wikidot:authorName>				<wikidot:authorUserId>111391</wikidot:authorUserId>				<content:encoded>
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						 <p>I originally came up with this idea after reading the brief summary of the rules in the RPG.net review of the beta. I liked the idea of how the system worked for Ultra-Tech abilities, and tried to work out in my head how it'd interact with skills. This is what I came up with, and I personally like it better than the official version, so I thought I'd post it here and see what people thought.</p> <p><strong>When a roll is made, the player rolls a number of D10s equal to the Profession score, then multiplies the number on the highest-rolling die by the applicable Capability rating. A character with a zero rating rolls two dice and takes the lowest result.</strong></p> <p>This means that, while a character's potential is determined by what technology is available, the more skilled and experienced characters will be more likely to get the most out of it. Reserve points from a Profession values work normally, applied to the Capability rating being used in the roll.</p> 
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