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Old 11-22-2014, 08:11 PM   #81
Anthony
 
Join Date: Feb 2005
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Default Re: Reaction Table House Rules

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Originally Posted by vicky_molokh View Post
But if you're unbaking them from Talents, you shouldn't bake them into IQ either, IMHO. So . . . just the Generic Conditional Reaction bonus, it seems.
Pretty much any skill should be usable as an influence skill with respect to people who want you to use that skill. That covers stats, talents, and raw skill level.
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Old 11-23-2014, 12:51 AM   #82
vicky_molokh
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Default Re: Reaction Table House Rules

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Originally Posted by Anthony View Post
Pretty much any skill should be usable as an influence skill with respect to people who want you to use that skill. That covers stats, talents, and raw skill level.
People don't necessarily want you to use that skill[ when you're starting to enjoy the benefits. E.g. people walking by and hearing a street musician; they're not walking with the intent to listen to Musical Instrument; but if he's really talented, he might get a Reaction Bonus nonetheless, to their surprise (the example is particularly relevant to Talents because street musicians seem to usually [but not always] be mediocre-skilled and with cheap gear).
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Old 11-23-2014, 12:59 AM   #83
Anthony
 
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Default Re: Reaction Table House Rules

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Originally Posted by vicky_molokh View Post
People don't necessarily want you to use that skill[ when you're starting to enjoy the benefits. E.g. people walking by and hearing a street musician; they're not walking with the intent to listen to Musical Instrument; but if he's really talented, he might get a Reaction Bonus nonetheless, to their surprise (the example is particularly relevant to Talents because street musicians seem to usually [but not always] be mediocre-skilled and with cheap gear).
That's skill, or a good roll, or possibly just good setup and Performance skill. It has nothing to do with Talent (in the mechanical sense), except to the extent that Talent helps with the relevant skills.
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Old 12-01-2014, 12:22 PM   #84
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Default Re: Reaction Table House Rules

Thinking some more on traits that provide extreme good results vs. traits that negate chances of bad results:

We in fact don't have a canonical way for reaction modifiers to 'pick' between those different improvements.
So here's what I propose:
Allow certain reaction modifiers to apply reputation-like frequency-of-invocation that is tied directly to the unmodified dice result of the Reaction Roll.
So you can have Love'Er-or-Hate'Er characters, 'if he is liked, he is adored, but otherwise nobody cares one way or another', or 'Parker never manages to impress anyone, but nobody ever, ever says a bad word to her', and other variants.

Game-mechanics:
The above phenomenon can be applied to any reaction modifier, and should also apply to skill bonuses provided by them for balance. Price modifications are as follows (stolen from Reputation modifiers):
  • ׽ price if the trait applies either on reaction rolls of 3-10, or on rolls of 11-18, or only on rolls of 9-12 (pick one of the three variants during character creation).
  • 1/3 price if the trait applies either on a roll of 7 and less, or on a roll of 14 and more.
  • Alternatively, a trait can have the roll-applicability ranges as above, and get an 2 or 3 boost to the effective modifier number instead of a discount (to avoid rounding issues).

How's it look?
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Old 12-01-2014, 01:08 PM   #85
Sindri
 
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Default Re: Reaction Table House Rules

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How's it look?
Very interesting.

It looks like a good deal to tip over certain breakpoints in reactions, but I don't feel like it's too good of a deal.
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