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<blockquote data-quote="Luke" data-source="post: 694420" data-attributes="member: 602"><p>This is all a lot more complicated that might first meet the eye. The simple answer is to "just do the right thing" and level up your skills, then don't fiddle with them.</p><p>The complexity is that its important to know <em>where the skill points came from</em> when you delete a skill, or subtract points. You almost need to keep a little history which you maintain, at the cost of speed. I think I'll need to put something like that in, in an update (I've allowed for it to an extent already), but I also want to keep instant encounter generation really fast.</p><p></p><p></p><p>There were a number of variable changes that were made on the big update. The modifier tags behind "Great Fortitude" may still need a quick name edit. I'll check and fix for the next update.</p><p></p><p></p><p>This is a big topic, and there is no right answer. It strikes at the heart of what the statblock means, and how accurate they really are. Here we go...</p><p>Firstly, if you use RPM in game to manage your character (or creatures if you're a DM), then everything is available and any options can be examined and ticked, or unticked. Here are some examples:</p><p>- A crocodile only gets its massive Hide bonus if its in muddy water.</p><p>- Sometimes synergy bonuses only apply under certain conditions, or master tools for certain types of checks for a given skill.</p><p>- The dwarf carft bonus only applies in certain cases involving stonework.</p><p>- Your total typically depends on your current attribute modifier (Str, Dex etc). Its not uncommon to have your attributes modified by Cat's Grace, Bull's Strength, exhaustion, being shaken, poison, or any other manner of magic, equipment, or situations.</p><p></p><p>The point is <strong>what does a total really mean on a statblock?</strong>. The statblock doesn't cater for all these different situations. This means that you basically need to identify every modifier known to you at the time, for every skill, and put a sufficient description next to it, that you can decide which applies, and which doesn't, when you come to use it.</p><p>It begs the question, "do people really want long statblock reports"? So far, this is about the first mention of only having ranks, so I assume it not typically much of an issue. Perhaps more people use RPM in-game than I realize? If you can manage a computer at the table, skill checks in RPM are a reasonably wondrous thing.</p><p></p><p>So far, I leave it at ranks, which is comparatively little information, but very accurate - encouraging you you work out the actual total according to the current situation <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> . That said, I do maintain totals, and am happy to report them. The totals update when used in game, but I worry about the false sense of security many take in statblocks.</p><p></p><p>If you want it different, people, let me know <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Regards,</p></blockquote><p></p>
[QUOTE="Luke, post: 694420, member: 602"] This is all a lot more complicated that might first meet the eye. The simple answer is to "just do the right thing" and level up your skills, then don't fiddle with them. The complexity is that its important to know [i]where the skill points came from[/i] when you delete a skill, or subtract points. You almost need to keep a little history which you maintain, at the cost of speed. I think I'll need to put something like that in, in an update (I've allowed for it to an extent already), but I also want to keep instant encounter generation really fast. There were a number of variable changes that were made on the big update. The modifier tags behind "Great Fortitude" may still need a quick name edit. I'll check and fix for the next update. This is a big topic, and there is no right answer. It strikes at the heart of what the statblock means, and how accurate they really are. Here we go... Firstly, if you use RPM in game to manage your character (or creatures if you're a DM), then everything is available and any options can be examined and ticked, or unticked. Here are some examples: - A crocodile only gets its massive Hide bonus if its in muddy water. - Sometimes synergy bonuses only apply under certain conditions, or master tools for certain types of checks for a given skill. - The dwarf carft bonus only applies in certain cases involving stonework. - Your total typically depends on your current attribute modifier (Str, Dex etc). Its not uncommon to have your attributes modified by Cat's Grace, Bull's Strength, exhaustion, being shaken, poison, or any other manner of magic, equipment, or situations. The point is [B]what does a total really mean on a statblock?[/b]. The statblock doesn't cater for all these different situations. This means that you basically need to identify every modifier known to you at the time, for every skill, and put a sufficient description next to it, that you can decide which applies, and which doesn't, when you come to use it. It begs the question, "do people really want long statblock reports"? So far, this is about the first mention of only having ranks, so I assume it not typically much of an issue. Perhaps more people use RPM in-game than I realize? If you can manage a computer at the table, skill checks in RPM are a reasonably wondrous thing. So far, I leave it at ranks, which is comparatively little information, but very accurate - encouraging you you work out the actual total according to the current situation ;) . That said, I do maintain totals, and am happy to report them. The totals update when used in game, but I worry about the false sense of security many take in statblocks. If you want it different, people, let me know :) Regards, [/QUOTE]
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