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Mailing List Logs for ShadowRN

From: shadowrn@*********.com (James Zealey)
Subject: Complimentary skills
Date: Thu Mar 14 17:05:02 2002
----------Lone Eagle Wrote----------
Add the rating of the complementary skill directly to the highest dice roll. (Logic, it
represents the huge help that knowing a little bit of psychology (eg people don't like to
look upwards) and various other things represents. look at it this way, a person who has
heard vaguely about this hiding idea (ie know skill 1 no active skill) will default, but
with a reduced penalty because he's heard of the idea, a world renowned expert on the
subject of "finding places to hide" (know skill @ 8) will
probably be able to out-hide someone with a little practical experience (active@*) and may
even be able to outhide the olympic hide and seek champion (assuming the olympic champion
didn't have any know skill himself which is really cool because it represents the
adaptability that a know skill gives, the olympic champion may be able to hide like
anything in the standardized olympic arena but set him loose in unfamiliar territory and
he has difficulty.) We've only used it once but it seems to work...
------------End Quote----------

Expect every single one of your players to get knowledge "places to hide" and
knowledge "ways to be quiet". Also expect your riggers to pick up the knowledge
skill "ways to get a good maneuver score".
The method you're using is vastly more powerful than any other method suggested, and makes
the knowledge skill much more important than the active skill if an open test is called
for. The idea of an open test is that the situation matters more than skill. A good
stealth skill won't help you much if there's no cover available for instance - hence good
cover gives you +6, while the open skill test from a high skill is likely to get you an
average of about that much, with a considerable chance of getting much less.


"Your gun has 'replica'
written down the side, mine
has 'Ares HVAR'..."

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