Lextell wrote:That also seems wierd to have a zero base for combat skills that are not martial arts.Most people know at least that you hold teh gun,you aim it at your target,pull the trigger.Or a sword lets say,you know you hold it,and you can hack,slash,and stab with it and know of (a not very skilled) way to do such things,but they still know the basics of how.Which if they have no base means they've never even seen a weapon before.Also some weapons explain how to use them just by how they're made.
Also I really don't intend on buying heroes unlimited for one section.Superheroes arn't my thing.Especially since most of them have really dumb outfits.I mean why the idiotic looking tights?Hell I'd just wear a trenchcoat,a dominoe mask,some gloves and something with my logo.
having a WP gives you a bonus to use the weapon. not having a WP means you get no bonus. thus, not having the skill is the base line, having the skill adds a bonus, and it is functionally the same as assigning a penalty to those who don't have the skill and having no bonus for those who do (well, except that your bonus for having the skill improves with experience in palladium, but you get the point). modern weapons (ie guns) work a little bit differently, because it depends whether you're shooting single shot, burst, wild, etc. but there is still a difference in skill between those who have the WP and those who don't (iirc, at the time of nightbane the bonus would be +3 for aimed, +1 burst, +0 wild if proficient, or +0 aimed, and firing any type of burst is automatically considered wild and is at a -6 penalty)
also, not all superheroes in HU2 have dumb outfits, but that is beside the point.
also, you haven't specifically solicited suggestions for your concern about percentage-based skills being unreliable at less than 65% (which i agree with completely), but i figured i'd throw a possible house rule to consider your way. for the record, i have never even done a thought experiment with these rules, let alone playtested them.
the basic premise is that people should be allowed to specialise in certain aspects of a skill. some amount of the skill will be basic and universal, but it should be possible to have a character who is really good at fixing motorbikes, for example, but not very good with cars. a side effect of my system is that someone can be much better at one specific aspect of a skill, which may put it into the reliable area you're looking for.
the basic premise is that instead of bonus to the entire skill, you can spend some of your skill on specialising. each skill can be broken down a nearly infinite number of ways, i'm sure, but in general it should be up to the GM to decide what is an acceptable specialisation. a fairly even split specialisation should be worth double the number of points, with extremely rare situations potentially being worth more, at the GM's discretion. in general, only some small portion of the starting skill (i'm suggesting 25% of it's numeric starting value) should be available to be converted to specialisation (some of the knowledge required is the same), and at least 1% of the per level increase should go into the base skill. any starting bonus from OCC or IQ can be applied fully to a specialisation.
so, for example, let's suppose for the sake of argument the starting point for automotive mechanics is 40% and you have an OCC that grants +5% to mechanical skills. you want to make someone who's good at tinkering with motorbikes, but not so good with cars. 25% of the 40% starting value of automotive mechanics is 10%, so that's the most from the base value that can be assigned to specialisation, and the GM rules that motorbikes are not specific enough to yield a larger bonus. so the base automotive mechanics value is now 30%, and you have 10% available to assign to specialisations (if you want, you don't have to specialise). this will give you 50% in motorcycles and 30% in automobiles of other types. you could then specialise further, because you have that 5% OCC bonus (assuming you didn't take it as a secondary skill), so you could either make it 35% in general and 55% for motorbikes, or 30% in general and 60% for motorbikes.
other possible 'specialisations' could include working with penalties (for example, you could 'specialise' in rush jobs). in this case, the specialisation should be counted as a bonus, not as base skill, which means you can exceed the 98% cap (which also means that people with capped skills can actually still progress, by choosing stuff that reduces penalties).
as i said, this is not playtested, nor have i even tested these rules by thought experiment. but it should allow for skills to get into the more reliable region hopefully. whether you use it or not is up to you.