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Extensive Character Sheets Are GM Oppression
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<blockquote data-quote="MGibster" data-source="post: 9396689" data-attributes="member: 4534"><p>I largely in agreement with you here that being smart doesn't mean you're skilled in every trade. However, I don't think it's necessary for a character to be a wainwright in order to perform basic maintenance and repairs on their wagon. At some point in their life, a driver is going to experience a breakdown of some sort, and since they can't call AAA for help they're going to need to take care of it out in the field. </p><p></p><p>Of course how you handle this depends on the game. Savage Worlds has the Repair skill so you'd just roll that. If your character didn't have the Repair skill, they would roll 1d4 and subtract 2 from the result (with a total of 4 being a success). D&D is pretty simply and they'd just make the appropriate Tool Use or Craft skill. GURPS would likely default to Intelligence minus some number. </p><p></p><p>I'd allow an unskilled character to repair something as relatively simple as a wagon. It'd take them longer to make repairs than a professional and it'd probably be temporary rather than permanent. Something that would allow them to limp to a professional at least.</p></blockquote><p></p>
[QUOTE="MGibster, post: 9396689, member: 4534"] I largely in agreement with you here that being smart doesn't mean you're skilled in every trade. However, I don't think it's necessary for a character to be a wainwright in order to perform basic maintenance and repairs on their wagon. At some point in their life, a driver is going to experience a breakdown of some sort, and since they can't call AAA for help they're going to need to take care of it out in the field. Of course how you handle this depends on the game. Savage Worlds has the Repair skill so you'd just roll that. If your character didn't have the Repair skill, they would roll 1d4 and subtract 2 from the result (with a total of 4 being a success). D&D is pretty simply and they'd just make the appropriate Tool Use or Craft skill. GURPS would likely default to Intelligence minus some number. I'd allow an unskilled character to repair something as relatively simple as a wagon. It'd take them longer to make repairs than a professional and it'd probably be temporary rather than permanent. Something that would allow them to limp to a professional at least. [/QUOTE]
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