Quote:
Originally Posted by johndallman
If you can have DX and/or IQ of 16+, or suitable Talents, it becomes worthwhile taking many skills to 16 because it doesn't cost huge amounts, your rate of critical failures decreases significantly, and your rate of critical successes increases. That applies to any skill where failures can be dangerous, such as Explosives.
Stealth is often rolled as a contest, so getting that quite high has major returns in safety for an infiltrator. Camouflage is similar, as are all the Influence skills (and their Techniques).
Under Action's cinematic rules, Physician can be used at -10 for instant First Aid, which makes skill in the 20s the key ability for medics.
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I guess I am missing something because under standard rules First Aid has the defaults: IQ-4, Esoteric Medicine, Physician, or Veterinary-4 and -10 is way worst.
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