View previous topic :: View next topic |
Author |
Message |
garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
|
Posted: Tue Jun 12, 2012 2:16 am Post subject: |
|
|
Could you give us an example of what you are on about Blue Glowie?? _________________ Confucious sayeth, don't wash cat while drunk! |
|
Back to top |
|
|
Blue Glowie Ensign
Joined: 01 Mar 2011 Posts: 29
|
Posted: Tue Jun 12, 2012 2:32 am Post subject: |
|
|
Yeah, let's say the PC's come across a ravenous k'lor'slug or something, so someone decides to use Alien Species and say "I've heard that k'lor'slug's can't resist day old Huttese pizza. Good thing we have some on our ship!"
That's kind of ridiculous, so it would probably have a high difficulty. Usually the more absurd or beneficial to the players, the higher the difficulty will be.
Other examples:
Streetwise: Say you know some underground contact, etc.
Bureaucracy: Convince an official of something, by citing some bureaucratic loophole
Planetary Systems: Make up something about a planet to your advantage, like a spaceport that deals in a certain export.
With the wrong group I could see this getting abused, or maybe not even fun. It requires the players to be more creative. |
|
Back to top |
|
|
CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
|
Posted: Tue Jun 12, 2012 7:28 am Post subject: |
|
|
I proposed a rule a while back that seemed to work well the few times I tried it in-game. In essence, it treated Knowledge skills like Enhance Attribute. An obvious example is Value when combined with Bargain (i.e. if you know how much something is worth, you are better equipped to set a fair price). The Gm sets the Knowledge difficulty, your character rolls against that difficulty, then applies the result to a bonus chart, and the bonus chart is then applied to the appropriate skill. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
|
|
Back to top |
|
|
Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
|
Posted: Tue Jun 12, 2012 3:15 pm Post subject: |
|
|
Blue Glowie wrote: | "I've heard that k'lor'slug's can't resist day old Huttese pizza. Good thing we have some on our ship!" | Sounds like scholarly and science skills in Spirit of the Century. |
|
Back to top |
|
|
garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
|
Posted: Tue Jun 12, 2012 4:23 pm Post subject: |
|
|
So they make up what ever they want, and depending on how outlandish it is, the diff for the roll to use it is higher..? Interesting.
I guess you toss a lot of the stuff in the books out then? _________________ Confucious sayeth, don't wash cat while drunk! |
|
Back to top |
|
|
Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
|
Posted: Tue Jun 12, 2012 7:07 pm Post subject: |
|
|
garhkal wrote: | So they make up what ever they want, and depending on how outlandish it is, the diff for the roll to use it is higher..? Interesting.
I guess you toss a lot of the stuff in the books out then? | How useful and how outlandish, I think. Doing that would seem to overule a lot of the EU stuff, although if the player knew the EU well the player could "invent" stuff that is in the books, but that might not be known to the canon characters yet. It requires a more cooperative creation of the campaign setting than is usual with the typical GM does 99% of the invention. |
|
Back to top |
|
|
Blue Glowie Ensign
Joined: 01 Mar 2011 Posts: 29
|
Posted: Tue Jun 12, 2012 7:52 pm Post subject: |
|
|
Yep, how useful and outlandish. I suppose it could step on the toes of a lot of EU stuff. Then again, my group doesn't know too much EU content, so it hasn't been a problem.
I just think the benefit is that it takes pressure off the GM when players want answers to something you haven't prepared for. That's always something I've disliked about knowledge type skills in all RPG's. This way allows the players to remain in the role of the problem solvers. And still, as the GM you can gate abuse with high difficulties. |
|
Back to top |
|
|
Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
|
Posted: Tue Jun 12, 2012 9:31 pm Post subject: |
|
|
I do that with Streetwise. If I have a player looking for something special that is not actually normally available, a high enough streetwise roll can retroactively create it. As a matter of fact there is some evidence to me that this was intended in the RAW. _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
Complete Starship Construction System |
|
Back to top |
|
|
garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
|
Posted: Wed Jun 13, 2012 1:40 am Post subject: |
|
|
Blue Glowie wrote: | Yep, how useful and outlandish. I suppose it could step on the toes of a lot of EU stuff. Then again, my group doesn't know too much EU content, so it hasn't been a problem.
I just think the benefit is that it takes pressure off the GM when players want answers to something you haven't prepared for. That's always something I've disliked about knowledge type skills in all RPG's. This way allows the players to remain in the role of the problem solvers. And still, as the GM you can gate abuse with high difficulties. |
But what happens when one pc uses that rule to concoct a law (via law enforcement) and another says the law is this, rather than that?? _________________ Confucious sayeth, don't wash cat while drunk! |
|
Back to top |
|
|
Blue Glowie Ensign
Joined: 01 Mar 2011 Posts: 29
|
Posted: Wed Jun 13, 2012 4:42 am Post subject: |
|
|
I don't know. I guess you could just say "no" to the second player, assuming the first player succeeded.
But here's a question: why is the second PC trying to ruin the fun? |
|
Back to top |
|
|
Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
|
Posted: Wed Jun 13, 2012 1:21 pm Post subject: |
|
|
May not be a case of trying to ruin the fun, just one GM with two or more separate groups of PCs doing separate things and the poor GM trying to keep the various creations straight. |
|
Back to top |
|
|
garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
|
Posted: Wed Jun 13, 2012 2:42 pm Post subject: |
|
|
Or its happening later, so the gm might be foggy on what he ruled for the first situation. _________________ Confucious sayeth, don't wash cat while drunk! |
|
Back to top |
|
|
Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
|
Posted: Wed Jun 13, 2012 2:58 pm Post subject: |
|
|
That's what notepads are for. A law is written! _________________ RR
________________________________________________________________ |
|
Back to top |
|
|
garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
|
Posted: Wed Jun 13, 2012 5:08 pm Post subject: |
|
|
Maybe i am just having a hard time seeing how letting them dictate what the rule/law/skill is useful for is fun... _________________ Confucious sayeth, don't wash cat while drunk! |
|
Back to top |
|
|
Blue Glowie Ensign
Joined: 01 Mar 2011 Posts: 29
|
Posted: Wed Jun 13, 2012 8:35 pm Post subject: |
|
|
That's okay. It ain't my quest to convince you. Just thought I'd share an alternate method. |
|
Back to top |
|
|
|