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#1 |
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Join Date: Mar 2016
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I would say spells under normal Magic would also definitely qualify. There are a lot of spells that cost 3+ energy that would be incredibly powerful to have indefinitely.
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#2 |
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Join Date: Aug 2007
Location: Denver, CO
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#3 |
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Join Date: Oct 2007
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If it's not super expensive, Diplomacy is worth getting to 20 for the automatic +2 to any reaction roll.
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#4 |
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Join Date: Aug 2004
Location: Wellington, NZ
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But if that's all you want it for, +2 Charisma is likely to be much cheaper. However, Diplomacy is a hugely useful influence skill - you can use it in almost any situation where influence can be used at all, and it's rather safer than other influence skills. If you have the points to counter it being harder than the others it's absolutely worth the investment, even without that 'free' +2 to reactions.
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#5 |
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Join Date: Aug 2014
Location: Snoopy's basement
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#6 |
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Join Date: Aug 2007
Location: Denver, CO
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Yes, everything that's a contest can be valuable at high levels. This is adjacent to the combat skills. In a high point-value game, we can assume that opponents are also good, so rolling holdout vs search where both are in the mid-20s wouldn't be unreasonable.
Another broad category I missed was touched on with inventions. TL penalties. If there are TL disparities going on, then it can certainly be worth having high skill to overcome that. Computer Operations/TL7 at 25 would let you muddle through at TL10 with the -15 penalty. What about taking less time? Lockpicking usually takes 1 minute. I don't remember where rules for taking less time are off the top of my head, but it seems like this is the sort of thing where deliberate penalties would come in to play. Same with computer hacking while the bad guys are approaching or tactics or... whatnot. |
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#7 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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"Time Spent", p. B346. -9 for skipping 90% of the time.
__________________
The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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#8 | |
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Join Date: Aug 2004
Location: Wellington, NZ
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Quote:
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#9 |
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Join Date: Jan 2017
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If you are using the low-tech crafting perks, Armoury and Smith would be well worth boosting really high.
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#10 |
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Join Date: Oct 2005
Location: Earth
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Also most Regular and Area spells are at -1 to skill per yard distance from the caster. (-5 if not visible)... (p.M11) Re-reading the fine print I was reminded a caster can also name a target or declare a semi-random target and then have to accept the distance penalty not knowing the actual number until the DM sees the die roll... so having Regular spells 20+ can really help!
__________________
- "Knowledge Brings Fear" -- Motto of Mars University, Futurama |
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