The Rancor Pit Forum Index
Welcome to The Rancor Pit forums!

The Rancor Pit Forum Index
FAQ   ::   Search   ::   Memberlist   ::   Usergroups   ::   Register   ::   Profile   ::   Log in to check your private messages   ::   Log in

1D or 2D only to starting skill dice or can allocate pips?
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Official Rules -> 1D or 2D only to starting skill dice or can allocate pips? Goto page Previous  1, 2
View previous topic :: View next topic  

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

Author Message
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14305
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Thu May 03, 2012 3:43 pm    Post subject: Reply with quote

Bren wrote:
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?


From first ed, through 2nd basic and 2nd revised, they all had the "one dice can be split into 3 specialties" rule, and first iirc is the initial one that allowed dice splitting for pips to be allocated.. There iirc are a few other sources in 2e that mention it.. So since the spec rules are the same through out all 3 editions, while the pip/dice thing is different, that to me signifies that it has more acceptability as being kept as is.
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
Bren
Vice Admiral
Vice Admiral


Joined: 19 Aug 2010
Posts: 3868
Location: Maryland, USA

PostPosted: Thu May 03, 2012 3:50 pm    Post subject: Reply with quote

Orion wrote:
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.
I may be misreading what some people are saying since it's not possible to have a clear inference since the polls/questions are not worded the same. I'm happy to have people explain their rationales either way. But it seems that some folks do treat 7D=21 pips and allow anything other than 1D = 1D specialization to three different skills for specializations.

Personally I see no reason as to break up full skill allocations into single pip units while only allocating specializations in 1D chunks, but that seems to be what some folks are doing in their games. I don't think one can reasonably interpret the RAW as allowing it for full skills and preventing it for specializations and I can't think of a game balance reason for a treating full skills and specializations differently. Thus I am curious how other people are seeing things and why they seem to treat these differently.

If I am misunderstanding what people do for both situations (a) under the RAW or (b) under their house rules I am happy to have people clarify.
Back to top
View user's profile Send private message
Orion
Lieutenant Commander
Lieutenant Commander


Joined: 16 May 2008
Posts: 146

PostPosted: Thu May 03, 2012 4:19 pm    Post subject: Reply with quote

Bren wrote:
Personally I see no reason as to break up full skill allocations into single pip units while only allocating specializations in 1D chunks, but that seems to be what some folks are doing in their games. I don't think one can reasonably interpret the RAW as allowing it for full skills and preventing it for specializations and I can't think of a game balance reason for a treating full skills and specializations differently. Thus I am curious how other people are seeing things and why they seem to treat these differently.
I agree, but as I mentioned, I believe I am the only one who answered your poll by what the RAW says, everyone else seems to have answered it by how they run it, however I do not believe that is the case with the other Poll, so comparing them will have misleading results, though some may indeed do it that way and in my interpretation of the RAW, the game certainly does a similar thing with attributes and skills.
Back to top
View user's profile Send private message
Bren
Vice Admiral
Vice Admiral


Joined: 19 Aug 2010
Posts: 3868
Location: Maryland, USA

PostPosted: Thu May 03, 2012 4:24 pm    Post subject: Reply with quote

Orion wrote:
I agree, but as I mentioned, I believe I am the only one who answered your poll by what the RAW says...
I can't really tell. There was some ambiguity in both threads.

Orion wrote:
...the game certainly does a similar thing with attributes and skills.
I don't know if this is a typo or a tangent, but the question is for base skills and for skill specializations. Attributes are allocated based on templates and the rules specifically mention that creating new templates, in whatever configuration of attributes, is allowed.
Back to top
View user's profile Send private message
Orion
Lieutenant Commander
Lieutenant Commander


Joined: 16 May 2008
Posts: 146

PostPosted: Thu May 03, 2012 4:46 pm    Post subject: Reply with quote

Bren wrote:
I don't know if this is a typo or a tangent, but the question is for base skills and for skill specializations. Attributes are allocated based on templates and the rules specifically mention that creating new templates, in whatever configuration of attributes, is allowed.
Correct, the RAW does provide for using pips to define attributes, but does not, as far as I can ascertain, do so for skills/specializations. For me it seems even more ridiculous to provide the means of breaking dice into pips, then restricting it only to attributes, but as I mentioned that seems to be what the RAW does and I was pointing out that the RAW has the very type of unreasonable idea that you were talking about. You can do it for attribute dice but you can't do it for skill dice. As for me, I usually don't run either one by the RAW.
Back to top
View user's profile Send private message
Bren
Vice Admiral
Vice Admiral


Joined: 19 Aug 2010
Posts: 3868
Location: Maryland, USA

PostPosted: Thu May 03, 2012 5:00 pm    Post subject: Reply with quote

Orion wrote:
[snip>
Thanks for clarifying. Unsurprisingly we are in agreement as to actual practice.

In theory it makes sense to allow the creation of customized templates and to allow breaking down all skills on a per pip basis during CharGen.

While in practice most players are happy to stick to the existing templates and to only allocated skills in full dice increments. But if the player wants to dig down to a per pip basis - then we let them.
Back to top
View user's profile Send private message
Orion
Lieutenant Commander
Lieutenant Commander


Joined: 16 May 2008
Posts: 146

PostPosted: Fri May 04, 2012 4:25 pm    Post subject: Reply with quote

Bren wrote:
Orion wrote:
[snip>
Thanks for clarifying. Unsurprisingly we are in agreement as to actual practice.

In theory it makes sense to allow the creation of customized templates and to allow breaking down all skills on a per pip basis during CharGen.

While in practice most players are happy to stick to the existing templates and to only allocated skills in full dice increments. But if the player wants to dig down to a per pip basis - then we let them.
Seems reasonable to me, of course since it pretty much mirrors my attitude toward the process, I might be a little biased. Wink
Back to top
View user's profile Send private message
Bren
Vice Admiral
Vice Admiral


Joined: 19 Aug 2010
Posts: 3868
Location: Maryland, USA

PostPosted: Fri May 04, 2012 5:36 pm    Post subject: Reply with quote

garhkal wrote:
From first ed, through 2nd basic and 2nd revised, they all had the "one dice can be split into 3 specialties" rule, and first iirc is the initial one that allowed dice splitting for pips to be allocated.. There iirc are a few other sources in 2e that mention it.. So since the spec rules are the same through out all 3 editions, while the pip/dice thing is different, that to me signifies that it has more acceptability as being kept as is.
I don't recall any version of the rules that says that you can split dice into pips at CharGen for skills. Do you have a source for that?
Back to top
View user's profile Send private message
garhkal
Sovereign Protector
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14305
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Sat May 05, 2012 2:31 am    Post subject: Reply with quote

Well just checked back into the 2e (base blue book) and it says 1d or 2d as well.. Unfortunately i have no idea which of the many boxes i own of books has my 1e book in.. so give me a day to see if i can locate it.
_________________
Confucious sayeth, don't wash cat while drunk!
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    The Rancor Pit Forum Index -> Official Rules All times are GMT - 4 Hours
Goto page Previous  1, 2
Page 2 of 2

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group


v2.0