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1D or 2D only to starting skill dice or can allocate pips?
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Can a starting character allocate dice to skills in other than full D amounts?
You can only add 1D or 2D only to base skills from your 7D of starting skill dice.
6%
 6%  [ 1 ]
You can add any number of pips that totals less than or equal to 2D from your 7D of starting skill dice.
93%
 93%  [ 15 ]
You can add more than 2D to a skill from your 7D of starting skill dice.
0%
 0%  [ 0 ]
Total Votes : 16

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Bren
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PostPosted: Mon Apr 23, 2012 7:03 pm    Post subject: 1D or 2D only to starting skill dice or can allocate pips? Reply with quote

The questions on Specializations made me wonder how people interpret and use the rules for normal skills.

When answering the poll, ignore skill Specializations.

From Pick a Skill on page 28 of the 2E R&E rules:
Quote:
A beginning character has 7D to spend on skills; you
can add ID or 2D to any of the skills shown on the
template. All the skills listed beneath a given attribute
begin with that attribute's die code.
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Crimson_red
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PostPosted: Mon Apr 23, 2012 7:53 pm    Post subject: Reply with quote

I'm certainly number two on the list, it may say "1D or 2D," but I can only see that as a meaningful restriction if you wanted to keep character creation extra easy and simple. I rarely break those dice into pips, but I see little logical reason to prevent your players from doing so if they are so inclined.

I suppose if you want to be a real stickler for the rules, it would make sense. Do none of the examples show the use of pips at this point in the process?

Note, I don't usually allow players from having more than 2D applies to a single skill, but I imagine, I could be persuaded if the player offered a good enough justification, by my standards; it wouldn't be easy.
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Orion
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PostPosted: Mon Apr 23, 2012 8:22 pm    Post subject: Re: 1D or 2D only to starting skill dice or can allocate pip Reply with quote

Bren wrote:
The questions on Specializations made me wonder how people interpret and use the rules for normal skills.
Just wanting to clarify things before I vote in the poll. Is the poll how I interpret the RAW, or how I use in it my own games?
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Naaman
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PostPosted: Mon Apr 23, 2012 10:23 pm    Post subject: Reply with quote

I said it in the other thread, and I'll say it again here:

Isn't the appeal of D6 the LACK of restrictions on interpretations of RAW? I mean, do we really want to turn this into d20?

BTW, I vote number 2. It's definitely in the spirit of the rule to allow pip by pip distribution.

And, for what it's worth, our group disallows any starting skill over 5D, with one exception: you may place no more than 1D in a skill if doing so raises the skill above 5D (a wookiee adding 1D to brawling, for example).
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Bren
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PostPosted: Mon Apr 23, 2012 11:20 pm    Post subject: Re: 1D or 2D only to starting skill dice or can allocate pip Reply with quote

Orion wrote:
Bren wrote:
The questions on Specializations made me wonder how people interpret and use the rules for normal skills.
Just wanting to clarify things before I vote in the poll. Is the poll how I interpret the RAW, or how I use in it my own games?
I think I know where you are going, but it's a parallel poll to the one garhkal posted. Assuming you voted in that one, use a similar criteria, but feel free to explain which is which for you, assuming they are different.
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Orion
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PostPosted: Tue Apr 24, 2012 12:48 am    Post subject: Reply with quote

Bren wrote:
I think I know where you are going, but it's a parallel poll to the one garhkal posted. Assuming you voted in that one, use a similar criteria, but feel free to explain which is which for you, assuming they are different.
Truth be told, I wasn't trying to go anywhere with asking that question. It's just that, as you've seemed to have guessed, what I see as the RAW and how I run this are not the same, so given your choice of language I wasn't sure how you wished me to answer the poll question.

I voted, choice 1, as I believe the RAW states; that was the criteria which I used to vote in garhkel's poll. I don't however, run it that way. I believe the reason behind the RAW, was clearly struck by Crimson_red, and as I'm not a new GM and such "complexities" don't bother me, I see no reason for me to run it by the RAW, unless perhaps I have a new player and by that I mean new not just to d6, but to roleplaying in general, so, I run it via choice 2.

Naaman wrote:
I said it in the other thread, and I'll say it again here:

Isn't the appeal of D6 the LACK of restrictions on interpretations of RAW? I mean, do we really want to turn this into d20?
If my posts have contributed to you posting this, please let me clarify things a bit. When I'm discussing what is RAW, I am not advocating that anyone should run it that way, only trying to interpret the rules as concisely as I can. While the 'looseness' of d6 is a strength, the rules could have been written with more precision than they are without adding to the complexity of the rules themselves. It's a matter of clarity, after all a rules set should be a common starting point. In what way am I or someone else(If I wasn't part of the reason for the post) trying to turn it into d20?
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garhkal
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PostPosted: Tue Apr 24, 2012 1:43 am    Post subject: Reply with quote

I can't vote, as i use both 1 and 2..

For flat out newbies to the game, i run their first full adventure (or until they die and need to make new pcs if it lasts longer than the first campaign/adventure) where its Option 1. Keep it simple, use full dice.

When they are experienced, or if the group as a whole i am starting off with is experienced, you can use whole dice, pips or any mix thereof.
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schnarre
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PostPosted: Wed May 02, 2012 6:11 pm    Post subject: Reply with quote

...I myself use number two, going for jack-of-all-trades characters (I've been playing since 1st Ed., so I can squeeze pips where I think they'll do some good, regardless of what Template is used). Placing a straight 1D or 2D into skills is easier for those just learning the game system though, so it's ultimately a matter of preference.
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Bren
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PostPosted: Wed May 02, 2012 6:24 pm    Post subject: Reply with quote

I find it curious that so many people are flexible on this issue when far fewer people are flexible on the specialization issue.

Those of you that are, why do you see spending less than 1D on a skill as OK but spending less than 1D on specializations as problematic?
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jmanski
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PostPosted: Wed May 02, 2012 6:42 pm    Post subject: Reply with quote

I don't have any problems with player's spending any amount on specializations. I see it as an easy adventure hook... Twisted Evil

"Oh, so you have a specialization in X-Wing, huh? The Rebel Alliance has an idea about how you can fly one..."
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Raven Redstar
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PostPosted: Wed May 02, 2012 6:49 pm    Post subject: Reply with quote

I'm flexible on both issues. I allow for pips to be used, and often encourage players to allocate their pips into many skills, because I tend to not make single minded campaigns.

As for specializations, I allow for a single pip to grant a single specialization D, and though I've never had a player want to dump all 3 of his spec dice into a single skill, I would possibly allow it, depending on the backstory and theme of the campaign. 3D above attribute in any skill, even a specialization is usually where I draw the line for characters.

Specialization dice don't really seem to break the game to badly, with the minor exceptions of these specialty skills that have optional rules attached to them (i.e. Martial Arts).
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garhkal
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PostPosted: Wed May 02, 2012 7:26 pm    Post subject: Reply with quote

Bren wrote:
I find it curious that so many people are flexible on this issue when far fewer people are flexible on the specialization issue.

Those of you that are, why do you see spending less than 1D on a skill as OK but spending less than 1D on specializations as problematic?


For me, it is a house rule issue.. I allow as a house rule the splitting of the dice into pips as per iirc heroes and rogues.. (or it might have been 1e).. 7d splits into 3 pips, which can therefore be used for 21 pips total...
The Specialty thing is an in ground rule to me.
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Bren
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PostPosted: Thu May 03, 2012 2:30 pm    Post subject: Reply with quote

garhkal wrote:
Bren wrote:
I find it curious that so many people are flexible on this issue when far fewer people are flexible on the specialization issue.

Those of you that are, why do you see spending less than 1D on a skill as OK but spending less than 1D on specializations as problematic?


For me, it is a house rule issue.. I allow as a house rule the splitting of the dice into pips as per iirc heroes and rogues.. (or it might have been 1e).. 7d splits into 3 pips, which can therefore be used for 21 pips total...
The Specialty thing is an in ground rule to me.
My question is why do you see the one as acceptable and the other as unacceptable?
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Raven Redstar
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PostPosted: Thu May 03, 2012 2:39 pm    Post subject: Reply with quote

Do you see multiple spec dice as being a quick and easy way to high skill levels because of the half cost for advancing them in game?
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Orion
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PostPosted: Thu May 03, 2012 3:36 pm    Post subject: Reply with quote

Bren wrote:
I find it curious that so many people are flexible on this issue when far fewer people are flexible on the specialization issue.

Those of you that are, why do you see spending less than 1D on a skill as OK but spending less than 1D on specializations as problematic?
Perhaps it's not quite a fair inference, as the discussion in the other thread was about what the RAW said, not how it was run in our own games. So while it appears I am the only one which answered your poll based on what the RAW says, that might not be the case in the other thread.
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