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Just got done running some 1e
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<blockquote data-quote="pming" data-source="post: 6314277" data-attributes="member: 45197"><p>Hiya.</p><p></p><p> What I do (yes, <em>do</em>...I still play 1e) is assume that everyone has basic knowledge appropriate to their Intelligence and Secondary Skill (Sec. Skills are in the DMG...it's a one/two word 'profession', like "Armorer", "Miner", "Tailor/weaver", etc.). That handle most of any skill checks. In other words, "I'm a Miner...and I'm 27 years old" translates into "Yes, you spend a minute or two looking around; the mine is probably over 10 years old and in serious need of work. Any loud noises or bangs on the support structure has a good chance of bringing it down".</p><p></p><p> What a Proficiency is, is a "professional level capability". For example, someone who is a "Farmer" can ride a horse. They don't have to have the "ride" proficiency. Someone who does have the Ride proficiency is a "professional/expert" in riding. They could race horses, jump horses, coax horses to do stuff they normally wouldn't...like walk down stairs and stuff.</p><p></p><p> When someone didn't have "expertise" in a skill, but still needed to try to use it in a professional manner, I used a rule of thumb that the stat used for the skill is halved, rounding up, then apply the proficiency modifier. So, for Ride, a character who didn't have the skill (like our Farmer), could try and jump a horse over a small ditch. If the farmers Wisdom was 11, he would need to roll 3 or less on 1d20 to succeed (not likely!) [Riding, Wisdom, +3 to roll...which is basically a -3 to your stat...yeah, one big editing snafu in the DSG and WSG].</p><p></p><p>PS: No, we do not use "Armor Type To Hit Modifiers". Not worth it.</p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6314277, member: 45197"] Hiya. What I do (yes, [I]do[/I]...I still play 1e) is assume that everyone has basic knowledge appropriate to their Intelligence and Secondary Skill (Sec. Skills are in the DMG...it's a one/two word 'profession', like "Armorer", "Miner", "Tailor/weaver", etc.). That handle most of any skill checks. In other words, "I'm a Miner...and I'm 27 years old" translates into "Yes, you spend a minute or two looking around; the mine is probably over 10 years old and in serious need of work. Any loud noises or bangs on the support structure has a good chance of bringing it down". What a Proficiency is, is a "professional level capability". For example, someone who is a "Farmer" can ride a horse. They don't have to have the "ride" proficiency. Someone who does have the Ride proficiency is a "professional/expert" in riding. They could race horses, jump horses, coax horses to do stuff they normally wouldn't...like walk down stairs and stuff. When someone didn't have "expertise" in a skill, but still needed to try to use it in a professional manner, I used a rule of thumb that the stat used for the skill is halved, rounding up, then apply the proficiency modifier. So, for Ride, a character who didn't have the skill (like our Farmer), could try and jump a horse over a small ditch. If the farmers Wisdom was 11, he would need to roll 3 or less on 1d20 to succeed (not likely!) [Riding, Wisdom, +3 to roll...which is basically a -3 to your stat...yeah, one big editing snafu in the DSG and WSG]. PS: No, we do not use "Armor Type To Hit Modifiers". Not worth it. ^_^ Paul L. Ming [/QUOTE]
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