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General Tabletop Discussion
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Skills that could be in multiple categories, and skill/exploit intereactions in character creation
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<blockquote data-quote="Steven Barker" data-source="post: 7447786" data-attributes="member: 6958504"><p>Thanks for the explanation!</p><p></p><p>I've come up with a few more questions as I play around with more character ideas.</p><p></p><p>My first is about the career exploits that ask you to make an ability check when you take them (for extra REP or similar). Since you're doing that during character creation, can you add some or all of your luck dice pool? Without that it seems like the tests will be impossible for many characters, especially since it says to make the test before you increase your attributes. For instance, there's no way to pass the challenging 13+ LOG test for a bachelors degree with honors unless you have at least 6 LOG (requiring at least +3 LOG from your race and origin if college is your first regular career). If you only have a 2d6 LOG pool and can't add luck dice, the roll is impossible.</p><p></p><p>My second question is about a few traits and career exploits that use the value of an attribute check as a monetary value for producing an item. The high costs of most items seems to make this pretty useless, as there are very few items in the 0-45 range of the usual difficulty benchmarks. Am I missing something that makes them useful?</p><p></p><p>For instance, the Builder exploit for the Craftsman career lets you build an item with a value up to your LOG check, if materials are available. That means that building a blaster pistol, the cheapest ranged weapon in the game requires an "impossible [40]" difficulty test. The Scientist carreer's Improviser exploit is the same, which means even Einstein couldn't improvise a bunch of lab tools into a science scanner (cost 400, way off the difficulty benchmark chart). Relatively low values might be more reasonable for the Forgetful and Spendthrift traits, which let you retroactively say you acquired some gear from somewhere (though I think a higher value could perhaps be reasonable for spendthrift, since you still have to pay for the item). Anyway, I think some multipliers on the values you can get would be reasonable. For instance, maybe a spendthrift can have bought an item of up to 10x the value of his luck check. For the Builder and Improviser exploits, maybe allow combining the values from several checks, with more checks taking more time (you might also want some multipliers, especially since the craftsman is doing a whole day's work for his exploit, while the scientist is only taking 30 minutes). Or maybe factor in the value of the inputs the exploits consume (so e.g. a builder could create a blaster pistol with an Easy [7] check if he spends 33 cr on his materials).</p><p></p><p>My last question for today is about exploits and traits that give you discounts on purchases. There are three, two of which have the same name but different discount sizes. One Haggler exploit is for the Smuggler (3d6% off) and the other is for the Trader (2d6% off). The last discount is the Persuasive Trait (2d6% off, but only on purchases under 1Mcr). Do these discounts stack? If I have all three discounts, I'm knocking 7d6% off the cost of my purchases, which doesn't seem too unreasonable (maximum of 42% off, average of 24.5%), and 2d6 of it can't be used on big-budget purchases (like shiploads of trade goods or ship parts). If you dump that many exploits into finding deals, you should probably be pretty good at it!</p><p></p><p>Anyway, thanks for making this game and hosting a great community. My "Spendthrift Smuggler-turned-legit who is always looking for deals" thanks you too!</p></blockquote><p></p>
[QUOTE="Steven Barker, post: 7447786, member: 6958504"] Thanks for the explanation! I've come up with a few more questions as I play around with more character ideas. My first is about the career exploits that ask you to make an ability check when you take them (for extra REP or similar). Since you're doing that during character creation, can you add some or all of your luck dice pool? Without that it seems like the tests will be impossible for many characters, especially since it says to make the test before you increase your attributes. For instance, there's no way to pass the challenging 13+ LOG test for a bachelors degree with honors unless you have at least 6 LOG (requiring at least +3 LOG from your race and origin if college is your first regular career). If you only have a 2d6 LOG pool and can't add luck dice, the roll is impossible. My second question is about a few traits and career exploits that use the value of an attribute check as a monetary value for producing an item. The high costs of most items seems to make this pretty useless, as there are very few items in the 0-45 range of the usual difficulty benchmarks. Am I missing something that makes them useful? For instance, the Builder exploit for the Craftsman career lets you build an item with a value up to your LOG check, if materials are available. That means that building a blaster pistol, the cheapest ranged weapon in the game requires an "impossible [40]" difficulty test. The Scientist carreer's Improviser exploit is the same, which means even Einstein couldn't improvise a bunch of lab tools into a science scanner (cost 400, way off the difficulty benchmark chart). Relatively low values might be more reasonable for the Forgetful and Spendthrift traits, which let you retroactively say you acquired some gear from somewhere (though I think a higher value could perhaps be reasonable for spendthrift, since you still have to pay for the item). Anyway, I think some multipliers on the values you can get would be reasonable. For instance, maybe a spendthrift can have bought an item of up to 10x the value of his luck check. For the Builder and Improviser exploits, maybe allow combining the values from several checks, with more checks taking more time (you might also want some multipliers, especially since the craftsman is doing a whole day's work for his exploit, while the scientist is only taking 30 minutes). Or maybe factor in the value of the inputs the exploits consume (so e.g. a builder could create a blaster pistol with an Easy [7] check if he spends 33 cr on his materials). My last question for today is about exploits and traits that give you discounts on purchases. There are three, two of which have the same name but different discount sizes. One Haggler exploit is for the Smuggler (3d6% off) and the other is for the Trader (2d6% off). The last discount is the Persuasive Trait (2d6% off, but only on purchases under 1Mcr). Do these discounts stack? If I have all three discounts, I'm knocking 7d6% off the cost of my purchases, which doesn't seem too unreasonable (maximum of 42% off, average of 24.5%), and 2d6 of it can't be used on big-budget purchases (like shiploads of trade goods or ship parts). If you dump that many exploits into finding deals, you should probably be pretty good at it! Anyway, thanks for making this game and hosting a great community. My "Spendthrift Smuggler-turned-legit who is always looking for deals" thanks you too! [/QUOTE]
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