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Old 10-27-2014, 04:52 PM   #11
Anaraxes
 
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Default Re: Skills for a hypothetical Lab Work talent

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Old 10-27-2014, 05:11 PM   #12
Anthony
 
Join Date: Feb 2005
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Default Re: Skills for a hypothetical Lab Work talent

If you want all the skills that default to Chemistry, just buy vast quantities of Chemistry skill and get the others as defaults. Talents are more useful when things don't default.
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Old 10-27-2014, 06:21 PM   #13
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Default Re: Skills for a hypothetical Lab Work talent

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If you want all the skills that default to Chemistry, just buy vast quantities of Chemistry skill and get the others as defaults. Talents are more useful when things don't default.
I prefer less silly characters than those with skills of 16 or more. Most chemistry defaults are -5, pretty much making them all but useless for realistic chemists.
But I did initially look into doing just that.
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Old 10-27-2014, 06:23 PM   #14
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Default Re: Skills for a hypothetical Lab Work talent

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Talents are more useful when things don't default.
Talent bonuses do not carry across to the default unless the defaulted skill is also in the Talent.
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Old 10-27-2014, 06:24 PM   #15
Flyndaran
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Default Re: Skills for a hypothetical Lab Work talent

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Originally Posted by Anaraxes View Post
Research
Writing (reports, presentations, papers)
Poisons
First Aid (for treatment after accidents)
Talents aren't supposed to be everything that could help someone in a certain profession. They're supposed to involve a cohesive ability.
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Old 10-27-2014, 08:43 PM   #16
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Default Re: Skills for a hypothetical Lab Work talent

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Talents aren't supposed to be everything that could help someone in a certain profession. They're supposed to involve a cohesive ability.
They're also not supposed to be a way to boost some cherry-picked skills, all of which a player was going to buy anyway, just to save points.

I'm suggesting other possible inclusions in a Talent for consideration, not defining its exact and entire composition for you.
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Old 10-27-2014, 08:52 PM   #17
Flyndaran
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Default Re: Skills for a hypothetical Lab Work talent

Strawman alert.
I'm trying to formulate a chemical-y talent.
Some here seem to want to add skills that have zero connection to chemistry except professionally.
I want a talent that pertains to chemistry, not chemists.
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Old 10-27-2014, 09:58 PM   #18
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Default Re: Skills for a hypothetical Lab Work talent

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They're also not supposed to be a way to boost some cherry-picked skills, all of which a player was going to buy anyway, just to save points.
This is actually exactly what they're for. Anyone who doesn't buy all or nearly all of the skills in a talent is probably throwing away CP. The important stipulation is that those skills should match some kind of recognizable theme or field of competency.
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Old 10-28-2014, 03:47 AM   #19
sir_pudding
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Default Re: Skills for a hypothetical Lab Work talent

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Originally Posted by Xplo View Post
Anyone who doesn't buy all or nearly all of the skills in a talent is probably throwing away CP.
I don't think this is necessarily true, often getting a bonus to defaults of a few of the skills and putting points in the rest is enough. DF Scouts don't have Naturalist on their template, for example, but still usually have a pretty good default thanks to Outdoorsman.
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Old 10-28-2014, 09:15 AM   #20
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Default Re: Skills for a hypothetical Lab Work talent

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Originally Posted by Flyndaran View Post
Talents aren't supposed to be everything that could help someone in a certain profession. They're supposed to involve a cohesive ability.
With the exception of Job Training talents, of course: "You’ve received the intensive training necessary to do a demanding job."—Power Ups 3: Talents, pp. 25–26.

Last edited by Captain Joy; 10-28-2014 at 09:18 AM. Reason: added link, grammar correction
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