From: | Waffelmeisters <evamarie@**********.NET> |
---|---|
Subject: | Re: Skillz to pay the billz |
Date: | Sun, 24 May 1998 14:54:01 -0500 |
>
>
> Re: Skillz to pay the billz (Gurth , Fri 5:36)
>
> Ereskanti said on 8:13/21 May 98...
>
> > > Skills don't go below 1, so Bob would roll 1 die for firing most weapons.
> > >
> > This brings up a thought. Why can't a skill be brought to 0? Effectively the
> > person starts out with a Concentration Skill level? I don't see that as being
> > unreasonable or unfathomable. Ignoring Etiquettes here, what about the guy
> > "who only had pistols to practice with" etcera...???
>
> I'm guessing the reasoning FASA used is that you still know _something_
> about whatever you're doing, so you should be allowed one skill die
> regardless of how many get taken away by doing something that falls
> outside of your concentration or specialization.
>
> If you think this is too easy, maybe you could add a TN modifier to that
> one die? For example, +1 for every die that gets taken away that isn't
> there? Like, if you have Firearms (Pistols, Max-Power) at 2, you'd get a
> +3 because you'd have to take away three dice that aren't there.
The SRC has rules that allow you to "default" to a concentration or
specialization for genral skill rolls (orother defaults). (p. 48).
Rolling aconcentration is +2. Rolling a specialization is a further+1
(ie, +1 if the concetration you need includesthe specialization, +3
otherwise).
So, instead of rolling 1 genral skill die, you could roll your 3
concetration or 5 specialization dice, at a penalty. I'd say pool dice
are still limited to the actual skill that aplies to the test- you
couldfire a shotgun using "Pistols", but combat pool would be limited to
your "firearms".
-Mongoose X