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d20 Modern: What Would you change part II
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<blockquote data-quote="ashockney" data-source="post: 3683701" data-attributes="member: 1363"><p>Vigiliance, </p><p></p><p>I too love the show Alias. Superb.</p><p></p><p>I've implemented the static skill check in my campaigns, and never had a problem with it. I used your rule almost verbatim: straight up = skill +10, upperhand = skill +20. So, I've got to say, I really like the idea. This works particularly well with higher level skills and resolutions. For example, I had a truenamer in my last campaign who had a series of knowledge skills, at 17th level that were +35. This is a tremendous amount of knowledge, and for high level play, making a bunch of rolls was really quite silly. It did help to determine the number of pieces of information to provide.</p><p></p><p>I saw your work up on the Influence skill, and I find that kind of thinking really terrific. You did a nice job with that design. I have a vision of all kinds of different "access" points through different race/feat/class combinations to use the different abilities. You've created a whole cool system/setup for the skill system to really become a cool part of character creation and development. </p><p></p><p>As far as the "combined" skill sets like "physical" I think it's a great idea. If you're telling me that a well-trained, peak physical form, athlete isn't better at running, jumping, swimming, climbing, tests of strength, tests of endurance, etc. than your "average joe" then you're on crack. I love your analogy though of having "SEAL" level training in a skill. A subset of the physical skill could allow a character to perform any number of amazing and unusual feats, like holding your breath for an extended period of time, or jumping higher than anyone else, whatever that thing is that you've been specifically trained/conditioned/built to do.</p><p></p><p>Keep up the good work.</p></blockquote><p></p>
[QUOTE="ashockney, post: 3683701, member: 1363"] Vigiliance, I too love the show Alias. Superb. I've implemented the static skill check in my campaigns, and never had a problem with it. I used your rule almost verbatim: straight up = skill +10, upperhand = skill +20. So, I've got to say, I really like the idea. This works particularly well with higher level skills and resolutions. For example, I had a truenamer in my last campaign who had a series of knowledge skills, at 17th level that were +35. This is a tremendous amount of knowledge, and for high level play, making a bunch of rolls was really quite silly. It did help to determine the number of pieces of information to provide. I saw your work up on the Influence skill, and I find that kind of thinking really terrific. You did a nice job with that design. I have a vision of all kinds of different "access" points through different race/feat/class combinations to use the different abilities. You've created a whole cool system/setup for the skill system to really become a cool part of character creation and development. As far as the "combined" skill sets like "physical" I think it's a great idea. If you're telling me that a well-trained, peak physical form, athlete isn't better at running, jumping, swimming, climbing, tests of strength, tests of endurance, etc. than your "average joe" then you're on crack. I love your analogy though of having "SEAL" level training in a skill. A subset of the physical skill could allow a character to perform any number of amazing and unusual feats, like holding your breath for an extended period of time, or jumping higher than anyone else, whatever that thing is that you've been specifically trained/conditioned/built to do. Keep up the good work. [/QUOTE]
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