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#1 |
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Join Date: Feb 2006
Location: Not in your time zone:D
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For a skill with no listed Techniques but multiple specialties, eg Electronics Repair, what is the merit of 1cp in twelve specialties, giving low skills, as opposed to 12cp in one specialty, giving one professional level skill and several defaults of the same skill value as 1cp?
Is its merit only that, should a Technique be proposed, you want to be assured of access? It was the Engineering Branch in Icelanders FLat Black Naval Officers that brought this to mind.
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"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes |
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#2 |
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Join Date: Oct 2005
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If you have a GM like me, there are some rolls that he says simply cannot be rolled at default. For instance, if your ship has had a direct hit scored on your life support system, I may decide that no amount of Mechanic (Power Plant) is going to help you, and that you need at least one point in Mechanic (Life Support) in order to begin fixing it.
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An ongoing narrative of philosophy, psychology, and semiotics: Et in Arcadia Ego "To an Irishman, a serious matter is a joke, and a joke is a serious matter." Last edited by Lord Carnifex; 08-06-2009 at 06:40 PM. |
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#3 | |
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Banned
Join Date: Apr 2008
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Quote:
Interesting. I personally never do that with intra-skill defaults, though I frequently rule no-skill default attempts impossible. |
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#4 |
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Join Date: Oct 2005
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A slightly less severe approach is to have the repair take two or three times longer than normal, as characters pour over circuit diagrams and technical specifications for components that they don't really understand the inner functioning of.
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An ongoing narrative of philosophy, psychology, and semiotics: Et in Arcadia Ego "To an Irishman, a serious matter is a joke, and a joke is a serious matter." |
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#5 |
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Banned
Join Date: Apr 2008
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Now this I like. It's a way to be generous to players who might otherwise be plot-stuck, while retaining unique value of specific skills.
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#6 |
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Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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That's the bonus for taking extra time 8)
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#7 |
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Join Date: Feb 2006
Location: Not in your time zone:D
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So, access to Techniques would be the only benefit?
__________________
"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes |
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#8 |
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Join Date: Oct 2005
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By Rules-as-written, yes. Offsets the unfamiliarity penalty. Typically, if you're working with equipment you know nothing about, I might judge that the extra time is mandatory to roll default at all, essentially.
The example I'm thinking of is someone with Electronics Repair (Computer) asked to repair an aircraft search radar that lost more than half of it's HP. By RAW, there's nothing wrong with defaulting Electronics Repair (Sensors) to Electronics Repair (Computer) -3 (IDHMBWM, but I think that's right). Add Extra Time and Unfamiliarity. But I figure if the radar is half destroyed, and the repair tech has never seen the internals of a radar before, let alone the radar he's looking at, then there's no way he can roll.
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An ongoing narrative of philosophy, psychology, and semiotics: Et in Arcadia Ego "To an Irishman, a serious matter is a joke, and a joke is a serious matter." |
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#9 | |
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Join Date: Dec 2007
Location: Zagreb,Croatia
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Quote:
DX 10 Pilot with 8 pts in Piloting = skill 12 DX 20 Super with default DX -6 Both landing on Airfield in normal conditions: Pilot gets +4 to skill for everyday action bringing skill to 16 and lands safely Super Rolls vs 14 and even if succeeds have bumpy landing. |
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#10 |
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Join Date: Aug 2007
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Those skills often have familiarities, which need points. As such the actual difference tends to be greater than -4, therefore more than simply putting 12 points into one skill.
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| Tags |
| defaults, flat black, skills, techniques |
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