Defaults; how do they work
Now, I've read over the rules, and the FAQ, and I've always thought that, when you put 4pts into, say, Spear from Staff -2, that you now have the Spear skill at Staff -1. But my GM is thinking that those 4pts are only improving the default, not saying you actually have the skill.
Can anyone clear this up? I hope my GM's interpretation is wrong, it seems both unrealistic and bad/unnecessarily complicated for a game. Thanks ahead of time. EDIT: My GM seems to think that their interpretation is realistic. That seems to be a huge thing in our debate. |
Re: Defaults; how do they work
If you put points into the skill, you have the skill. The only exception is if you use a dabbler perk to have effective skill above the default, but not high enough to say you *really* know the skill.
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Re: Defaults; how do they work
Say that you have DX 12, and you put 4 points into Spear. That gives you Spear-13.
Your default in Staff is either DX-5 or Spear-2; that is, you have either Staff-7 or Staff-11, whichever is better. Obviously you take Staff-11! That's equivalent to what you would get if you didn't have Spear, and you put 1 point into Staff. Now, say that you want to have Staff-13. If you didn't have Spear, you would have to put 4 points into Staff. But you get Staff-11 free from Spear-13. So you only have to pay the difference between Staff-11 and Staff-13, which is 3 points. You get a discount, in other words. Bill Stoddard |
Re: Defaults; how do they work
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Training in Staff Fighting makes you better at Spear Fighting, but it doesn't train you in Spear Fighting. |
Re: Defaults; how do they work
But putting even a single point into Spear, regardless of how or why, makes it so I have all benefits of having the Spear skill (aka, I have it, nothing withheld)?
To give a similar situation, I have Broadsword at DX+10. Assuming DX10, I have it at 20. I also have Rapier at 16 (Broadsword -4). I don't get any of the benefits of fencing, according to B173. If I put 4pts into Rapier, do I now? Can I do the same by putting only 1 pt into Rapier, to signify that I have Rapier 16, and not a default of 16? |
Re: Defaults; how do they work
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DX 10To: DX 10... is legal and gives you all the benefits of having the Rapier skill. To: DX 10... is not legal and gives you no benefits. You must spend the difference in point cost between your new level and your default level; partial expenditures don't do anything. A permissive GM may allow a custom perk to do so, but it doesn't sound like that's the way to bet at the moment. |
Re: Defaults; how do they work
I imagine the bone of contention here is the +2 to Parry with Staff, and whether this counts as a "special defense" for purposes of this bit:
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