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Purchasing Advanced Skills
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Liam (Gunman) Kissane
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PostPosted: Fri Jan 06, 2006 6:33 am    Post subject: Purchasing Advanced Skills Reply with quote

A debate that has come up a couple of times with my group, to purchase an Advanced Skill, the prerequisite is 5D (Medicine for example). Is that 5D total (Attribute and Skill dice) or 5D Skill Dice (on top of Attribute)?

The 2nd Ed R&E core rulebook just says "must have 5D in the skill".

Is there any clarification that anyone is aware of - or is it one of those vagarities to "leave to the GM's discrection"?
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Robert
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PostPosted: Fri Jan 06, 2006 7:25 am    Post subject: Reply with quote

I donīt know whether the rulebooks state that clearly for advanced skills, but skills count, when they are to be raised, with their full dice and not only with the dice above the attribute. It also has a logical approach. If you are naturally good at something, why would you have to study harder (more cps) to reach a skill level that qualifies you for advanced surgery?

Therefore i would rule the actual value, and not the difference to the attribute counts for qualifying.
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Liam (Gunman) Kissane
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PostPosted: Fri Jan 06, 2006 8:02 am    Post subject: Reply with quote

What I do know from my RL "advanced skills" is that I only have gained them through studying hard and learning by experience, and I haven't chosen a career that greatly varies from my natural talents.

I just think it's crazy that it is possible to create a starting character with 3 or 4 Advanced Skills (say - in Capital Ship Construction, Starfighter Construction and Medicine) as an 16YO Kid who's just jumped off-planet while skipping school.

MDs don't go to Medical School just for the Frat Parties!
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Robert
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PostPosted: Fri Jan 06, 2006 9:41 am    Post subject: Reply with quote

Only such characters can be made which the GM deems appropriate.

If your RL experience tells you, you only learned your advanced skills because of studying, this doesnīt change. But someone with no talent (Mech 2D) has to study longer than someone with talents and preeducation (Mech 4D). This is imho resembled by the rules.
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Boomer
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PostPosted: Fri Jan 06, 2006 3:10 pm    Post subject: Reply with quote

First, it is the total for the skill. So 4d in Tec+1d in the pre-requisite skill qualifies you for the advanced skill.

Quote:
I just think it's crazy that it is possible to create a starting character with 3 or 4 Advanced Skills (say - in Capital Ship Construction, Starfighter Construction and Medicine) as an 16YO Kid who's just jumped off-planet while skipping school.


With only 7d to put into skills, and the fact you need 5d in some Tech and Mech skills to get the appropriate engineering skills, it is impossible for any beginning character to have Capital Engineering, Starfighter Engineering, and Medicine.
Medicine is the easiest to pull off for a beginning character. 4d to Tech, 1d in First Aid, a remaining 2d to medicine. Now you only have 4d to spend in other places.
But why bother when you buy a 2-1B medical droid for 4000c? It has 9d in the medicine skill and a starting group can pool togethor leftover character creation money and get one.

As for the age of the said Kid beginning with advanced skills like this, there are many explainations that make a 16 year old doctor OR engineer reasonable (remember, no one can begin as both). For one thing, he probably just worked his @$$ off for it. It isn't really that hard to be an engineer at the age of 18 IRL. I went to college for it at 17. If I had a better school program I would be done by now. I am now 21 and will be getting my degree this year.
Second... why are your starting characters 16 anyway? Most starting characters are 21. Which makes starting character beginning with so much even more reasonable.

It just keeps going like this as to why Advanced Skills work the way they do.
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Liam (Gunman) Kissane
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PostPosted: Sat Jan 07, 2006 1:23 am    Post subject: Reply with quote

Quote:
... why are your starting characters 16 anyway?

Just a figure I plucked from the air to make a point, Boomer.

Thankyou Boomer and Robert. Points taken.
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PC-032
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PostPosted: Mon Jul 31, 2006 7:09 am    Post subject: Reply with quote

our take is 5D total Minimum and a Minimum of 1D ranks of Skill.
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Vartax
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PostPosted: Fri Aug 04, 2006 10:12 pm    Post subject: Reply with quote

When it comes to getting them later on the character goes unused for a while to give him the months/years required in getting the technicl training for any advanced skills.
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PsiberDragon
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PostPosted: Fri Aug 04, 2006 11:25 pm    Post subject: Reply with quote

So... by that token, a Carosi who starts w/ 5D in First Aid has xD in Mech and yD in First Aid to a total of 5D? So they're automatically able to take 2D in Medicine (@ character creation)? And, by that thought, could they take specialization in "Wookie Medicine", and have it at 3D? Carrying on w/ that thought... Advanced Skills take 2x CP to improve, and Specializations cost 1/2x CP to improve, so the Specialization Wookie Medicine would cost (2 x 1/2 = 1) CP to improve???


Does that make sense? and is that right?
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masque
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PostPosted: Sat Aug 05, 2006 12:31 am    Post subject: Reply with quote

Sounds reasonable.
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garhkal
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PostPosted: Sat Aug 05, 2006 10:12 am    Post subject: Reply with quote

IIRC you could only 'learn 1d' of advanced skills, starting out..
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PsiberDragon
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PostPosted: Sat Aug 05, 2006 12:51 pm    Post subject: Reply with quote

Actually, it says that it's like all the other beginning skills ... in the example given (p29 R&E) it says:

Example: The prerequisite for the advanced skill of (A) medicine is first aid 5D. If your character has at least 5D in first aid, you can put 1D or 2D of your beginning skill dice in (A) medicine.
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garhkal
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PostPosted: Sat Aug 05, 2006 6:33 pm    Post subject: Reply with quote

I stand corrected.
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Allst Beamem
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PostPosted: Sat Aug 05, 2006 11:24 pm    Post subject: Reply with quote

Masque Wrote,
Quote:
Sounds reasonable.


HAHAHA LMAO! Laughing
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masque
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PostPosted: Sun Aug 06, 2006 12:30 am    Post subject: Reply with quote

I take it you disagree?
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