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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