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Kytross Line Captain
Joined: 28 Jan 2008 Posts: 782
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Posted: Mon Sep 30, 2013 7:52 pm Post subject: Re: Unlisted Skills |
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If the player is excited about using the skill then I work it into the story. Otherwise it never gets used. Pick an appropriate attribute go shove it under. Culinary arts would be under dex or mec. Maybe Technical. Probably tech now that I'm thinking about it.
Heck, I gave a playera free 2D in something useless to gameplay because it was part of their background and they were super excited about it. Underwater basketweaving or somesuch that they had done their thesis on.
Half the GM's job is keeping the player happy.
DougRed4 wrote: | What do you do when you come across Skills that aren't normally listed?
I'm constructing a servant droid for one of my PCs, and - taking things straight out of Cynabar's Fantastic Technology Droids - it says it has"
Culinary arts 4D
I was thinking of making it a specialization of Scholar, but in the rules Scholar is really head knowledge, not actual experience (so not really fitting here).
So are there occasional other Skills like this that are fairly uncommon, so that's why they're not listed on everybody's character sheet? |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Tue Oct 01, 2013 9:30 am Post subject: Re: Unlisted Skills |
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Kytross wrote: | Half the GM's job is keeping the player happy. |
The other half is keeping their characters unhappy! |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Oct 01, 2013 1:56 pm Post subject: |
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This brings up a related q..
When they roll for certain skills, do you require other rolls before hand?
Such as say they are meeting with the Bidgsdigo of alien culture XYZ. And are attempting to con them. Do you have them roll cultures first to see what they know of that group before they do the con?
What of alien species before first aid? _________________ Confucious sayeth, don't wash cat while drunk! |
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Darth_Hilarious Lieutenant Commander
Joined: 17 Apr 2013 Posts: 129 Location: Somewhere over there --------->
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Posted: Tue Oct 01, 2013 5:03 pm Post subject: |
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It helps to check and see if the characters know that the species they are trying to con sees deceptive trickery as a moral affront punishable by death.
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Oct 01, 2013 6:36 pm Post subject: |
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Partially why i brought it up. _________________ Confucious sayeth, don't wash cat while drunk! |
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cheshire Arbiter-General (Moderator)
Joined: 04 Jan 2004 Posts: 4853
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Posted: Tue Oct 01, 2013 6:57 pm Post subject: |
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garhkal wrote: | This brings up a related q..
When they roll for certain skills, do you require other rolls before hand?
Such as say they are meeting with the Bidgsdigo of alien culture XYZ. And are attempting to con them. Do you have them roll cultures first to see what they know of that group before they do the con?
What of alien species before first aid? |
This is the thing about knowledge skills. If it's something that the character might know then it seems it would only make sense if it automatically triggered the skill roll ahead of time.
Knowledge is many times passive in its operation, even if active in the acquisition. In that respect I find it unlike many other skills. Though it is probable that a player would plan to rig a security door to secure behind them, and then would forget to have the character do that. Later they might say, "Oh, man I can't believe I forgot to secure the door." By contrast, if a player doesn't know anything about the cultures, but the character does, it isn't like they would come to the end of the encounter and say, "Oh man, I can't believe I forgot to know that!" Certainly it may slip the character's mind, or they might have skimped on that bit of their research, but that would be a product of a mishap on their roll whether it be failing to hit the difficulty number or rolling a 1 on the Wild Die. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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Kytross Line Captain
Joined: 28 Jan 2008 Posts: 782
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Posted: Wed Oct 02, 2013 3:27 am Post subject: |
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I don't tend to prompt knowledge rolls unless the player asks me if they'd know something or they start assuming things that aren't true.
However, if someone does roll a knowledge skill first, without being prompted, you can bet your bottom credit that they'll be getting some bonus character points from this stingy GM. |
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Dromdarr_Alark Commander
Joined: 07 Apr 2013 Posts: 426 Location: Boston, MA
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Posted: Wed Oct 02, 2013 7:14 am Post subject: |
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garhkal wrote: | This brings up a related q..
When they roll for certain skills, do you require other rolls before hand?
Such as say they are meeting with the Bidgsdigo of alien culture XYZ. And are attempting to con them. Do you have them roll cultures first to see what they know of that group before they do the con?
What of alien species before first aid? |
For this I have adopted the "Forking in" rule from the Burning Wheel system. Basically, if you are making a skill roll, you can fork in additional relevant skills at +1D, but only if that skill has been advanced.
For example, a bounty hunter with 4D Streetwise and 5D Investigation is trying to find a fugitive in a gang-ridden slums. I would have him roll his investigation of 5D, but if he is smart, he may fork in his Streetwise for +1D, making the roll 6D. _________________ "I still wouldn't have a roll for it - but that's just how I roll." |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Oct 02, 2013 4:57 pm Post subject: |
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Sort of a synergy bonus..
Got a rundown of which skills would syn with others? _________________ Confucious sayeth, don't wash cat while drunk! |
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Dromdarr_Alark Commander
Joined: 07 Apr 2013 Posts: 426 Location: Boston, MA
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Posted: Wed Oct 02, 2013 10:18 pm Post subject: |
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garhkal wrote: | Sort of a synergy bonus..
Got a rundown of which skills would syn with others? |
Whatever the players can make a good case for. It's usually the knowledges, like scholar, alien species, and streetwise that help with forking in.
Someone with a good droid repair might know how to best kill a droid and fork in a die to disable it.
Basically, if the player convinces me that it makes sense for the skill to be forked in, I will allow it. _________________ "I still wouldn't have a roll for it - but that's just how I roll." |
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2286 Location: Seattle, WA
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Posted: Thu Oct 03, 2013 2:45 pm Post subject: |
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That reminds me of the "affinity bonus" one gets with Decipher's CODA system (Lord of the Rings and Star Trek RPGs). It makes a lot of sense! _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Oct 03, 2013 4:40 pm Post subject: |
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Dromdarr_Alark wrote: | garhkal wrote: | Sort of a synergy bonus..
Got a rundown of which skills would syn with others? |
Whatever the players can make a good case for. It's usually the knowledges, like scholar, alien species, and streetwise that help with forking in.
Someone with a good droid repair might know how to best kill a droid and fork in a die to disable it.
Basically, if the player convinces me that it makes sense for the skill to be forked in, I will allow it. |
How long do you give them to "Make their case" a minute. 3? _________________ Confucious sayeth, don't wash cat while drunk! |
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MadHun Cadet
Joined: 25 Feb 2015 Posts: 16 Location: Kensington, OH
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Posted: Sat Feb 28, 2015 12:37 pm Post subject: |
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To reply to the original starting question under Tools->Sticky: FAN MADE SOURCEBOOKS on the first page scrolling down about 3 inches you will see Gry Sarth showing all the book he has made and the 4th or fifth book is Droid Stats check it out since it has cooking droids listed in there. Also I would consider Cullinary an Advanced Skill inside cooking skill. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Feb 28, 2015 12:54 pm Post subject: |
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I would consider the actual act of cooking to be a Technical skill, as Technical is something of a blend of Knowledge and Dexterity (in that you know how things fit together and have the physical skills to fit them together). However, research into recipes and ingredients and the like would fall under Scholar: Culinary Arts. Of course, the more knowledgeable one is about Culinary Arts, the more capable a Cook they will be, which is where this house rule comes into play. _________________ "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
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griff Captain
Joined: 16 Jan 2014 Posts: 507 Location: Tacoma, WA
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Posted: Sat Feb 28, 2015 2:22 pm Post subject: |
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I left cooking under knowledge, but there is a mechanical skill household appliance operation. I think it was one of Aunt Beru's skills from the movie trilogy source book. _________________ "EXECUTE ORDER 67. Wait a minute, that doesn't sound like order 67..... No, wait. Yes, yes it does. EXECUTE ORDER 68" Palpatine's last moments - robot chicken. |
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