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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Mon Aug 08, 2011 1:02 pm Post subject: Where are the rules for learning/using advanced skills? |
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I'm using the R&E rules and I cannot find the page that describes learning and using advanced skills. Help? |
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Mon Aug 08, 2011 1:13 pm Post subject: |
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Found it! |
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darkwing2k6 Cadet
Joined: 28 Jul 2011 Posts: 24
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Posted: Wed Oct 05, 2011 11:21 am Post subject: |
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ok hijacking a slightly older thread here but it ties in with the OP. How do "Advanced" skills work? i understand why and how to train for them but why go to the hassle of training and using CP's to have a 1d (A) skill?
the example used in Revised gm screen book is (A) Medicine (5d first aid prerequisite). would i not be better off rolling 5d first aid (or Xd basic Tech attribute) instead of 1d (A) Medicine? or am i missing something here?
cheers
John the confused |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Wed Oct 05, 2011 11:34 am Post subject: |
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The advantage to using (A) skills is that they are capable of doing complicated things at much lower difficulties. You do not roll your first aid to successfully apply trauma surgery, operate a Bacta Tank, or install a cybernetic replacement to your poor friend who's just lost a limb or had a failing organ. This falls into the realm of Medicine. A GM might allow someone with First Aid to attempt it, but at a ridiculously high difficulty, because it falls outside of the scope of the essence of first aid.
(A) Engineering skills are used to design and build new technology. You can't design a brand new blaster with the Blaster Repair skill. You might be able to construct an existing design or modify an existing weapon, but not design one from the ground up.
Several of us here have turned Martial Arts into an advanced skill of brawling, using just the (A) Martial Arts skill to successfully pull off special maneuvers which can increase damage, or simply disarm and disable your target.
The other advantage of using (A) skills, is that they improve your dice pools when using their requisite skills. (A) Medicine gets added into your first aid for treatment, so a person with 5D First aid and 1D (A)Medicine rolls 6D to treat injuries instead of 5D.
Hope this helps. |
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darkwing2k6 Cadet
Joined: 28 Jul 2011 Posts: 24
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Posted: Wed Oct 05, 2011 11:49 am Post subject: |
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thanks for the reply Raven so if i am reading it correctly it goes like this ->
when rolling any skill that also has an (A)skill then i should combine the dice.
when using just the (A) i should be looking at having the difficulty lowered ie to replace someones hand with a cybernetic using first aid it would be a heroic roll (and then some more too) but using (A) medicine it could be a Easy or Moderate difficulty? something like that. |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Wed Oct 05, 2011 12:31 pm Post subject: |
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darkwing2k6 wrote: | thanks for the reply Raven so if i am reading it correctly it goes like this ->
when rolling any skill that also has an (A)skill then i should combine the dice.
when using just the (A) i should be looking at having the difficulty lowered ie to replace someones hand with a cybernetic using first aid it would be a heroic roll (and then some more too) but using (A) medicine it could be a Easy or Moderate difficulty? something like that. |
Mostly. It actually depends on if the application is something that could be done without the (A) skill. For instance, a character trying to repair his ship or apply a medpac might be able to add the (A) skill to the base skill (Space Transports Repair or First Aid), but he's just use the (A) skill for something like designing a new ship or performing brain surgery.
You normally don't lower the difficulties. It is just that someone with a (A) skill is more likely to pullk off difficult tasks. So a Docotor or Field Meic is more likely to be successful at stabislizing a badly wounded patient. |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Wed Oct 05, 2011 12:37 pm Post subject: |
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atgxtg wrote: | You normally don't lower the difficulties. It is just that someone with a (A) skill is more likely to pullk off difficult tasks. So a Docotor or Field Meic is more likely to be successful at stabislizing a badly wounded patient. | The difference in difficulties is for something that falls under the purview of the A skill, e.g. like operating a Bacta Tank with or without (A) Medicine. |
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Wed Oct 05, 2011 1:40 pm Post subject: |
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With regards to advanced skills... anyone have a list of all the official ones? How about an unofficial list? I'll compile mine later on. |
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darkwing2k6 Cadet
Joined: 28 Jul 2011 Posts: 24
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Posted: Wed Oct 05, 2011 1:54 pm Post subject: |
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cool thanks for the help |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Wed Oct 05, 2011 3:10 pm Post subject: |
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Naaman wrote: | With regards to advanced skills... anyone have a list of all the official ones? How about an unofficial list? I'll compile mine later on. |
Aside from (A) Medicine in the main rulebook.
(A)Droid Engineering (Cynabar's Fantastic Tech: Droids)
5D Droid Programming or Repair
(A)Armor Engineering (Hideouts & Strongholds)
4D Armor Repair
(A) Capital Ship Engineering (Hideouts & Strongholds)
5D Capital Ship Repair, 4D Capital Ship Weapon Repair, 2D Computer programming/ repair.
(A)Civil/Industrial Engineering (Hideouts & Strongholds)
1D Bureaucracy, 2D Business, 3D Demolitions, 1D Law Enforcement, 2D any repair skills.
(A)Computer Engineering (Hideouts & Strongholds)
5D Computer programming/repair
(A)Ground Vehicle Engineering (Hideouts & Strongholds)
4D Ground vehicle repair
(A)Hover Vehicle Engineering (Hideouts & Strongholds)
4D hover vehicle repair
(A)Installation Engineering (Hideouts & Strongholds)
2D Computer Programming/repair, 2D demolitons, and 1D in any two Engineering advanced skills, except droid or computer.
(A)Repulsorlift Engineering (Hideouts & Strongholds)
4D repulsorlift repair
(A)Space Transports Engineering (Hideouts & Strongholds)
5D space transports repair
(A)Starfighter Engineering (Hideouts & Strongholds)
5D starfighter repair, 3D starship weapons repair. *Without weapons skill you can only design non-weapon systems, bonus only applies to non-weapon system repairs.
(A)Walker Engineering (Hideouts & Strongholds)
4D walker repair
(A)Weapon Engineering (Hideouts & Strongholds)
5D in any two of the following: blaster repair, capital ship weapon repair, demolitions, starship weapon repair. |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Wed Oct 05, 2011 3:23 pm Post subject: |
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Or XXX - Engineering where XXX is almost any Technical skill or Vehicle of your choice.
You will need to adjust a bit, e.g. First Aid needs to become something like Medical Instrument Engineering. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Oct 05, 2011 8:25 pm Post subject: |
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Raven Redstar wrote: | The advantage to using (A) skills is that they are capable of doing complicated things at much lower difficulties. You do not roll your first aid to successfully apply trauma surgery, operate a Bacta Tank, or install a cybernetic replacement to your poor friend who's just lost a limb or had a failing organ. This falls into the realm of Medicine. A GM might allow someone with First Aid to attempt it, but at a ridiculously high difficulty, because it falls outside of the scope of the essence of first aid.. |
Nearly all the GM's i have seen who DID allow first aid to be used for Bacta tank ops, it was base 25 + the level of wounds being healed
Wounded +8
Incap +16
MW +24 _________________ Confucious sayeth, don't wash cat while drunk! |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Wed Oct 05, 2011 8:44 pm Post subject: |
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Yeah, for my games, a character without medicine trying to operate a bacta tank is a base difficulty 31. Then I'll add in an undisclosed modifier of +5 - +10 depending on how likely the character has ever even seen one used. If someone wants to take the hit in their skills to be a doctor, then Joe Schmo off the street shouldn't have a snowball's chance on Mustafar of operating one. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Oct 05, 2011 11:07 pm Post subject: |
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True dat..
But back to (A) skills.
I have also (can't remember where off hand) seen some non tech related advanced skills. Biggest one was Interrogation (based off intimidation iirc). _________________ Confucious sayeth, don't wash cat while drunk! |
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Thu Oct 06, 2011 12:06 am Post subject: |
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garhkal wrote: | True dat..
But back to (A) skills.
I have also (can't remember where off hand) seen some non tech related advanced skills. Biggest one was Interrogation (based off intimidation iirc). | I think there was Acrobat, with a climbing/jumping prerequisite of 5D, and Sleight of Hand (or Magician. I don't remember which), with a 5D pickpocket prerequisite. _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
Complete Starship Construction System |
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