10-28-2014, 09:16 AM | #21 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
|
Re: Skills for a hypothetical Lab Work talent
Or you could make a Higher Purpose "work in labs".
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
10-28-2014, 02:58 PM | #22 | |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
|
Re: Skills for a hypothetical Lab Work talent
Quote:
__________________
Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
|
10-28-2014, 03:00 PM | #23 |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
|
Re: Skills for a hypothetical Lab Work talent
RPM really genericized that advantage, didn't it. I'm not complaining, but my brain still holds onto the now outdated meaning.
But that would be perfect for C.S.I. games, if only to keep the super lab techs from needing super high IQs.
__________________
Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
10-30-2014, 10:52 AM | #24 | |
Join Date: Apr 2006
|
Re: Skills for a hypothetical Lab Work talent
Quote:
|
|
10-31-2014, 01:41 AM | #25 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
|
Re: Skills for a hypothetical Lab Work talent
Yes, but you can have points in like 9/10 of the skills and still get a benefit from the talent.
|
10-31-2014, 01:49 AM | #26 |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
|
Re: Skills for a hypothetical Lab Work talent
I love talents for when simply boosting a character's IQ or single skill may be more points efficient but break my suspension of disbelief.
Putting more than 12 points in a skill smacks of obsessive study that doesn't fit most concepts, for example. Of course, talents costing 10, and certainly those costing 15 points, are horribly inefficient, but I'm willing to suffer a little for concept. But on the other hand, I like massaging the rules to garner some of that back.
__________________
Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
10-31-2014, 07:00 AM | #27 |
Join Date: Aug 2012
Location: Estonia
|
Re: Skills for a hypothetical Lab Work talent
|
10-31-2014, 08:29 AM | #28 |
Join Date: Jun 2013
|
Re: Skills for a hypothetical Lab Work talent
If you have [4] or more points invested in a single skill in the Talent, then a [5] Talent is a better deal than boosting that skill further if you have even so much as [1] invested in a single additional skill (and if you don't, the extra [1] you're paying is arguably worth it for the bonus to defaults, decreased study time, and Reaction Bonus/alternate benefit). For a [10] Talent, you need to have [4] or more points in each of 2 skills and [1] or more in each of 2 others. For a [15], it's three and three. That is, so long as you have around 1/6 of the skills involved as primary skills and 1/6 as secondary, the Talent is worth it. That hardly strikes me as "all or nearly all."
|
10-31-2014, 11:04 AM | #29 |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
|
Re: Skills for a hypothetical Lab Work talent
Raising IQ only costs 10 points making talents that only cover mental skills inefficient for anything more than 9 points.
__________________
Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
10-31-2014, 12:39 PM | #30 |
Join Date: Jun 2013
|
Re: Skills for a hypothetical Lab Work talent
Per can also be of great use at the lab, for avoiding accidents and making novel observations you didn't actually design an experiment to look at, and DX (particularly Manual DX) can be useful for certain applications, but in general IQ! alone can get what you're looking for, yes. If using the Talent rules from Basic Set, you'll want to limit yourself to 6 skills; if using the expanded rules from Power Ups 3, you'll want to limit yourself to 9 skills. The Reaction Bonus/Alternative Benefit and reduced learning time may make it still be viable at [10]/level, but that may be pushing it.
|
|
|