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Specializations.. 1D above skill, or 2D starting out??
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BY the character creation rules, can you put more than 1 of the 3 "pips" into the same specialty, giving you 2D over skill?
Yes
23%
 23%  [ 5 ]
No
57%
 57%  [ 12 ]
Other
19%
 19%  [ 4 ]
Total Votes : 21

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garhkal
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PostPosted: Sat Mar 31, 2012 12:11 am    Post subject: Specializations.. 1D above skill, or 2D starting out?? Reply with quote

OK.. so it seems that in another thread me, bren and Crimson red are having a disagreement about whether the rules for Cha gen in the 2e R&E book allows for 2D (or more) to be placed in to a specialty...

I say by the reading of the rule PLUS the example given, there is ample evidence for you only get to put 1 of the 3 "pips" you get from your D you use at cha creation for specialties, into ONE specialty.. They seem to see it as you can if you CHOOSE to put 2 of those "pips" into the same specialty, giving you 2D bonus above the skill.

What is everyone's thoughts..
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Fallon Kell
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PostPosted: Sat Mar 31, 2012 12:19 am    Post subject: Reply with quote

It doesn't strike me as a rule violation, but even if it were, I'd still allow it under house rules.
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Crimson_red
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PostPosted: Sat Mar 31, 2012 12:42 am    Post subject: Reply with quote

I'll admit, for the first 10 or so years of playing, I never even saw a D6 rule book. In those days we didn't have a die restriction at all, skill or specialty. For the most part the games ran fine, with only a few problems, though on occasion they could get a little gonzo.

Since then I've been able to finally look at a rule book, and going by how its written, restricting a specialty to a single die at character creations is a perfectly reasonable restriction, and could probably have prevented some of those more 'out there' moments.

But given my past experiences, and a lack of an overtly stated restriction, I'm typically okay with allowing more, though in the last few years I've, at the very least, capped specialties to two dice like skills, and I do encourage playerd to spread them around as much as possible
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Bren
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PostPosted: Sat Mar 31, 2012 1:25 am    Post subject: Reply with quote

I'd allow you to put as many specialization dice to a skill as you want at character creation so long as the total number of dice (both normal and specialization) added to the skill does not exceed 3D.

So with MEC 4D you could do any of the following:
  • Increase space transports to 6D then add 1D of specialization dice to get space transports 6D, (s) YT-1930 7D (cost 2D+1)
  • Increase space transports to 5D then add 2D of specialization dice to get space transports 5D, (s) YT-1930 7D (cost 1D+2)
  • Leave space transports at 4D then add 3D of specialization dice to get space transports 4D, (s) YT-1930 7D (cost 1D)
  • And similarly for other skills.


I'm not sure if that is what you meant by Yes in your poll as I found your wording to be a bit ambiguous. Wink
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Kaloth Varsk
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PostPosted: Sat Mar 31, 2012 1:32 am    Post subject: Reply with quote

Probably should have asked about RAW, since it looks like 3 votes for house ruling it.
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garhkal
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PostPosted: Sat Mar 31, 2012 11:38 pm    Post subject: Reply with quote

Bren by the way the RAW goes, it seems you can either

A) leave skill at attribute, and put a pip from your 1d of specialty you can do at the end of cha creation and that gives the specialty +1d above skill.
B) add 1d of starting 7d to the skill, THEN put the specialty pip into it, making it attrib +1d skill +1d spec.
C) add 2d of starting 7d, then put the specialty in it making it attrib +2d skill +1d spec...
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garhkal
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PostPosted: Sat Mar 31, 2012 11:44 pm    Post subject: Reply with quote

For note i also asked this over on the holonet (so far 3 votes, all 3 are no).. BUT someone did post that HE allows it where if your species is one with a skill bonus (say Gammoreans for melee) where you get 2d starting for each 1d placed into it, it also doubles your specialization, if you put it there as well...

Anyone else thought of this?
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Fallon Kell
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PostPosted: Sun Apr 01, 2012 12:48 am    Post subject: Reply with quote

garhkal wrote:
Bren by the way the RAW goes, it seems you can either

A) leave skill at attribute, and put a pip from your 1d of specialty you can do at the end of cha creation and that gives the specialty +1d above skill.
B) add 1d of starting 7d to the skill, THEN put the specialty pip into it, making it attrib +1d skill +1d spec.
C) add 2d of starting 7d, then put the specialty in it making it attrib +2d skill +1d spec...

But it certainly doesn't rule out options "D" or "E" involving adding 2 or three D of specialization. I think if they wanted to rule it out they would have clarified with the terms "only" or "up to" or whatever...

Regardless it's up to the GM. Does anyone really disagree on that point?
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garhkal
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PostPosted: Sun Apr 01, 2012 7:03 pm    Post subject: Reply with quote

True it is up to the DM as a house rule.. but i was more seeing how people actually read the rule as wrote...
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vanir
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PostPosted: Mon Apr 02, 2012 5:33 am    Post subject: Reply with quote

Depends if you see 1e, 2e and 2re as linear evolutions or rewriting the game. Anything from subsequent editions I just toss if it takes a step backwards from the previous, eg. the 2re scaling system is utterly wack and hurts gameplay since we do big gritty urban warfare and starship battles, and blowing repulsortanks to bits with a lucky roll on your blaster pistol is just wack. But that also means I have to add a house rule for heroic special attacks like taking down a SD with an XW, eg. use 2re scaling for an attack on the engines, does affect overall structure instantly but may disable, induce a reactor overload, etc.

In this case RAW stated in earlier CRB you must use starting skill dice as whole dice.
If you want to specialise you have to pick three, cross of a whole skill dice.
Can't break them into pips.

That means you can't put 3D worth of specialisation in one too. Not by RAW. But you can put base skill up 2D then 1D in specialisation to arrive at 3D above attribute, only way you can do that.

It is a little annoying that means to specialise during character creation you're committed to 3 specialisations, but that is 2e RAW.

Splitting starting die into pips, or putting more than one dice into a specialisation during creation, are both house rules. Neither are RAW.
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Bren
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PostPosted: Mon Apr 02, 2012 8:57 am    Post subject: Reply with quote

garhkal wrote:
Bren by the way the RAW goes, it seems you can either

A) leave skill at attribute, and put a pip from your 1d of specialty you can do at the end of cha creation and that gives the specialty +1d above skill.
B) add 1d of starting 7d to the skill, THEN put the specialty pip into it, making it attrib +1d skill +1d spec.
C) add 2d of starting 7d, then put the specialty in it making it attrib +2d skill +1d spec...
Yes, I agree that A,B,& C are all allowed under the RAW. The question is whether the rule on specialization requires allocating exactly 1D and only 1D to provide exactly three different specializations at +1D.

I agree that the rule could be read that way. It just seems an odd interpretation. Why would a character have exactly three specializations or none? That doesn't make sense to me.
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garhkal
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PostPosted: Mon Apr 02, 2012 12:03 pm    Post subject: Reply with quote

That may be true, but where are you getting that you could put 2 of those 3 specialty pips onto the 1 skill giving you 2d on that specialty starting out?
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Jedi Skyler
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PostPosted: Mon Apr 02, 2012 1:34 pm    Post subject: Reply with quote

The only way I've ever seen it done was to allow one of the pips per skill. You could then add skill dice at character creation to boost that skill further. That's not to say that any GM can't rule however he wants in his own game; I'm just saying I've never seen a game where the players were allowed to add more than one specialization pip to a single skill.
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garhkal
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PostPosted: Mon Apr 02, 2012 4:58 pm    Post subject: Reply with quote

For the most part, neither have i.
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Bren
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PostPosted: Tue Apr 03, 2012 10:48 am    Post subject: Reply with quote

garhkal wrote:
That may be true, but where are you getting that you could put 2 of those 3 specialty pips onto the 1 skill giving you 2d on that specialty starting out?
Because although the example only shows +1D added to a single skill, the rule doesn't explicitly specify that only 1D can be added. So I only place a limit to the total of +3D (regular or specialization dice) added to any skill. See the previous example I provided.
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