From: | shadowrn@*********.com (Christian Casavant) |
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Subject: | Complementary Skills |
Date: | Tue Mar 12 17:15:02 2002 |
> Stealth (Hiding) requires that you make and open test, the highest
> result is therefore the difficulty to spot you, if you have "Urban
> Sniper Concealment" as a know skill you should be able to use it as a
> complementary skill if you're try to hide in a sniping position in an
> urban enviroment. But a complementary skill normally allows you to count
> 1 success for every two rolled while an open test has no success or
> failiure (other than the rule of one.)
As an especially tolerant and permissive GM, I've always used
complementary skills like this just like the using Athletics to
suplement Dodge.
Since in the end it comes down to an active skill, it really doesn't
matter how much you know about Urban Sniper Concealment if you have no
experience hiding yourself. I have a PC that has a know skill on
Dwarven Welsh Mafia. When he has to make Street Ett roles I allow him
to make a Know skill roll first and add the number of successes in dice
to his Street Ett roll.
This system has served me well in the past, and I find that players
choose knowledge skills that really apply to their characters more this way.
Ta ta,
Xian