03-26-2022, 03:36 PM | #11 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Which skills are worh raising really high?
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It's somewhat embarrassing finding your hyper-lethal assassin now has an effective skill with their weapons of maybe 12 because the other side cut the gravity. And then there are the skill used for inventions. Unless the character is a gadgeteer (and not all campaigns will allow those advantages) they'll probably be working with huge penalties, so massive skill levels will be really useful - you really, really want your chance of success to be higher than your chance of a critical failure, at an absolute minimum.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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03-26-2022, 03:39 PM | #12 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Which skills are worh raising really high?
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.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
03-26-2022, 03:42 PM | #13 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Which skills are worh raising really high?
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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03-26-2022, 05:59 PM | #14 |
Join Date: Jan 2017
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Re: Which skills are worh raising really high?
If you are using the low-tech crafting perks, Armoury and Smith would be well worth boosting really high.
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03-26-2022, 06:28 PM | #15 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Which skills are worh raising really high?
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03-30-2022, 02:58 AM | #16 | |
Join Date: Oct 2005
Location: Earth
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Re: Which skills are worh raising really high?
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Firstly I will suggest the optimum minimum is 16. It makes 6 or less (~10%)a critical success while a 17 a normal failure. The former for regular magic means no energy cost... (p.M7). It is also the limit for RuleOf16 for resistances (p.349). From a player point of view any roll the GM makes in secret might also be a good candidate (such as Search skill) to increase to 16+... I will suggest that even 40 or so for weapon skills is not enough due to penalties. Consider against a smallish (SM-1) foe a warrior employs a Deceptive Attack (-14 to skill for -7 to foe defense) with targeting eye/chinks/etc (-9) for penalties of -24 to skill! (Keeping the target roll at 16+ to maximise critical success)... That is not counting penalties for rapid strikes, close combat, footing, being on fire, etc... Vs. Contested skills I agree. My party's wizard managed to reverse pickpocket an armed grenade info a foe's pocket while said foe was distracted by an angry dwarf in heavy armour... Acrobatics for Acrobatic Dodges as well as for Roll With Blow (MA87). Lockpicking also note that lock difficulty can go from +5 to -10, so skill25 for an entry specialist would not be out of the ordinary.... (DF:Exploits82). Traps, Veterinary often have high penalties as well. Merchant at 20+ doubly helps for its +2 to reaction rolls as well being a contest with the vendor. In general most discovery/observation skills (and Information Spells) the greater your degree of success the more the GM will tell you what you learn so having skill 20+ you are more likely to have "success by 10+". (I was just reading some modules and NPCs being willing to divulge details fits here too) You might also look at non-combat Techniques which could be worth buying up for specific uses such as "Set Trap" (B223) or in Martial Arts such as Quick Mount (MA78) or Acrobatic Stand (MA65).
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- "Knowledge Brings Fear" -- Motto of Mars University, Futurama |
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03-30-2022, 09:02 AM | #17 | |
Join Date: Aug 2007
Location: Denver, CO
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Re: Which skills are worh raising really high?
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For characters without superpowers, 500 points is really high in my group. And 250-350 is much more common. But it sounds like you're having fun. Don't let me put a damper on it. |
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03-30-2022, 09:20 AM | #18 | |
Join Date: Aug 2004
Location: Pioneer Valley
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Re: Which skills are worh raising really high?
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The concept of Skill-40 being "not enough" for just about anything short of "Let's see if I can hit that mountaintop there on the horizon with an arrow" boggles my mind.
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My gaming blog: Apotheosis of the Invisible City "Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife It's not that I don't understand what you're saying. It's that I disagree with what you're saying. |
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03-30-2022, 09:52 AM | #19 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Which skills are worh raising really high?
A skill of 12 is a good chance of success, 14 excellent, and 16 nearly perfect. Anything beyond that is either to soak up penalties, increase margin of success (including contests), or reach a threshold (like spell energy/time reduction, or Diplomacy's 20+ bonus).
Edit: Out of curiosity, I looked back through my files and one of my old characters that I have saved had two skills at 18. None of the others had even a single skill higher than 17.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. Last edited by RyanW; 03-30-2022 at 10:08 AM. |
03-30-2022, 10:41 AM | #20 | |
Join Date: Oct 2005
Location: Earth
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Re: Which skills are worh raising really high?
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[20] Guns DX+5 [1] Weapon Bond +1 Weapon Balanced +1 Hand-matched Ammo +2 Acc, Fine Ammo (acc)+1 Aim+2 Scope+3 very Fine Weapon Acc +7 = 32 effective skill... Add magic such as Accuracy (+2 on ammo is available for only 100$/bullet) you can get to effective skill 38... I admit for melee it is less easy, but for specific techniques high levels are still achievable: [6] Disarming Technique at StafF+5 (MA70) [0] Small racial template SM-1 (no cp cost). Foe is SM+3 giant : +4 to hit. [16] Staff @DX+5 [1] Weapon Bond +1 [1] Shield skill --> rimmed shield gives +1 to disarm attempts (LowtechCompanion2) Balanced +1 Sodegarami/Sasumata hook staff (MA229) (no -2 to disarming as it is done by its hook) Evaluate +2 =skill 29 Then add a magical weapon...
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