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Re: Stress skils




Writing is a restricted skill and nondefaultable.  Further most of
the 'creativity/knowledge' skills aren't defaultable.

I'd say you roll at the beginning, but regardless the action takes
a set amount of time.  So you roll your skill, then it still takes
so much time regardless of success or failure, may be if you JUST
missed it(missed by 1) you may be know you fumbled and stop early.
*shrug* its really up to the GM.


Wright

> Nope your not wrong. You can't use your exceptionals with your check or
> with your default. I would think if you did allow it in the default you
> should also carry it over to the skill itself as well.
> 
> As for stressing for skills there are certain skills that should never
> be stressable. Any skill not based on a physical STAT should never be
> allowed for stressing since how are you going to gain the insight to
> your Write better using your writing skill.
> 
> Which all brings up the question about skills that obviously take more
> than a round to complete. When do you roll the check? In most cases I
> would say when you start ( such as swimming, and sprinting ) but what
> about marathon running? Do you let the person start and then when you
> feel its time make 'em roll? If they fail then they collapse and can't
> go on? Assassination I think should get rolled after the hour of prep
> time. Weapon smithing as you go? Or do you let people know they are
> going to screw up their long term project when they start?
> 
> 						Greg
> 
> > From: Wright Frazier <khelek>
> > Subject: Re: Stress skils
> >
> > One of those 'not in the book, but we do it this way' rules.  Never liked
> > it myself, but thats the way I've seen it run for the past few years.
> > *shrug* If I'm wrong, cool, let me know.  It never made much sense to
> > me either, personally.
> >
> > Wright
> >
> > > Exceptional stats don't affect defaults?  Oh.  I've never, to my
> > > recollection, actually done that, so I don't feel too bad for not
> > > really being aware of that rule.  Hmmm, Dan, did you mean for
> > > that to be the case?  Long ago, before we had the concept of
> > > exceptional stats, the rules were that a character would get +4
> > > added to a stat value.  Certainly, the effect of that is that the
> > > default skill check would be affected by the 'exceptional' stat.
> > > Now, with exceptional stats, there isn't an affect on default
> > > skill checks?  Dan, I am confused.  Please help me out here.
> > > 
> > > Lyle
> > > 
> > > -----Original Message-----
> > > From:	Wright Frazier [SMTP:khelek@ns1.cioe.com]
> > > 
> > > If you allow stressing to effect defaults, then you have to allow
> > > exceptionals to as well.
> > > 
> > > Wright
> > > 
> > > > I could see allowing stressing a default as that's based on a check
> > > > against an attribute ... if you can voluntarily stress strength to add +10
> > > > to hit and damage for one attack, you ought to be able to voluntarily take
> > > > 2d6 off one swim check.
> > > > 
> > > > I likely wouldn't allow it to be used on skill checks, though:
> > > > 1) SKILL checks AREN'T attribute based (though attributes limit the skill
> > > > range)
> > > > 2) non-defaultable skills ought not be able to be stressed, ever.
> > > > 3) dropping 2 dice from a skill check is CONSIDERABLY more high-impact
> > > > than 2 from the default.
> > > > 
> > > > John
> > > 
> >
>