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FW: exc. stats (clarification)
-----Original Message-----
From: Kevin Collins [SMTP:kcollins@bilbo.bio.purdue.edu]
>
> Perhaps, but you must realize that sets a precident. Why should that be
> limited to combat mods now. If I have a lizard with exceptional
Agilitiy,
> why can't I buy up my Agility based skills 4 higher then anyone else?
>
I have no problem with allowing people with exceptional stats to purchase
their skills higher than normal. After all, they are "exceptional".
Kevin wrote the preceding and I wrote the following:
IIRC, exceptional/inferior stats only changes the number of dice rolled for
stat checks, right? In that case, I could back a proposal for allowing
+/-2 to skill caps for each rank of exceptional/inferior stat. That would
even be consistent with what I was talking about in my last post about
adjusting the caps for mods based on exc/inf stats. Other thoughts?
Lyle