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#51 | |
Join Date: Aug 2009
Location: OK
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This would be a lot simpler if there was just a straight up +4 bonus you always get for not being in a stressful situation. The way things are in the RAW, there's a huge amount of variance in the way different GMs handle the TDMs. I've played with a number of GMs who just don't give out bonuses, and I think that's in large part due to a lack of clarity in the rules.
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#52 | |
Join Date: Jan 2005
Location: South yorkshire, united kingdom
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Note also the bonus is +4 or more.
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battlegrounds:rpg edition. A really useful VTT system. Down load the demo at battlegrounds home Last edited by chimchim; 08-16-2015 at 05:15 AM. Reason: Typos |
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#53 | |
Join Date: May 2008
Location: CA
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That bonus for 'not in a firefight/other highly stressful situation' almost never applies to anything that's typically an hours- or days-long task. It doesn't apply to Hiking rolls, either, for example. Crafting things in the middle of a firefight calls for a penalty to skill, not the negation of a bonus - and not just because you're dodging bullets but because you're going at inhuman speeds, too. |
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#54 | |
Join Date: Jan 2005
Location: South yorkshire, united kingdom
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http://forums.sjgames.com/showthread.php?t=6978
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battlegrounds:rpg edition. A really useful VTT system. Down load the demo at battlegrounds home |
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#55 | |
Join Date: May 2008
Location: CA
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Crafting skills aren't the same, and there is never a time when you could reasonably use them in adventuring conditions (because they take much, much longer to complete than adventures last). You're arguing for crafting skills to always take a big TDM bonus, and that's exactly the opposite of what those TDMs are for (that is, they're there to represent doing a task outside of the normal use for the skill - and crafting things is the normal use of a crafting skill!). |
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#56 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Standard "adventuring task" use of crafting skills is to repair/maintain your gear in the field, build an improvised bridge, barricade a door, and stuff like that.
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#57 | ||||
Join Date: Mar 2006
Location: Iceland*
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I'm not opposed to having Armoury (Melee Weapons) and Smith (Iron) receive TDMs for crafting rolls when making simpler and common items than the blacksmith is theoretically capable of forging. All the same, I note that the crafting rules in LTC2 carefully avoid making any mention of positive TDMs, refrain entirely from suggesting that there is any difference in difficulty between the crafting of various types of weapons* and instead demand a ludicrously high margin of success for any weapon described as Fine. Furthermore, using Craft Perks imposes hefty penalties to crafting skills, instead of being noted as reducing a positive TDM. So, whether or not crafting skills should routinely benefit from positive TDMs, the fact is that nothing in the rules as written in LTC2 suggests that they ever do so. And that's a huge oversight, for if there are no guidelines to assigning TDMs there, where else would they be? *Forging a sword takes longer than a bodkin point by the crafting rules, but there is no suggestion that a higher skill level is needed to reliably do it.
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#58 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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#59 |
Join Date: Feb 2005
Location: Berkeley, CA
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Realistically, most skills are much less random than GURPS makes them, or are random in a different way (i.e. the randomness comes from whether or not you know how to do a specific task at all, or from persistent situational modifiers).
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#60 | |
Join Date: Mar 2006
Location: Iceland*
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And working in an operating theatre of TL6+, with qualified assistants, gives equipment and Complimentary Skill bonuses that easily give effective skill 16+ for any kind of surgery that isn't fiendishly complex or risky.
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Tags |
craft secret, crafting, smith |
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