Plane Sailing
Astral Admin - Mwahahaha!
mach1.9pants said:ps nice website!
Hey thanks!
I must update it again one of these days

mach1.9pants said:ps nice website!
WyzardWhately said:The way you limit this is with trained/untrained uses. An adventurer can't perform brain surgery, no matter what kind of bonus he'd theoretically get to the heal roll, if he isn't trained. Similar with craft. You can cobble together an awesome raft out of barrels and detritus, in order to escape a desert island, using your big-ass bonus. However, you cannot carve David out of marble, because you're not trained.
Simple.
Tharen the Damned said:1) No/ not enough base knowledge. Sure you can use skills untrained but the only bonus you get is your ability bonus. That is not enough. If you get a base knowledge (say 5 ranks or so) in your untrained skills you might actually use them and succeed. This does not include skills that have to be trained.
an_idol_mind said:I think one of the more underrated aspects of skill ranks is that they allow a character to alter their talents as they advance. As a bard, I might keep my Perform skill maxed out. But if my fighter dabbles in playing the lyre, I might want to toss a few ranks in Perform and then leave it as is, reflecting it as a talent but not one that is as well-developed as, say, his ability to intimidate people.
mach1.9pants said:A 20th level (or so) adventurer -often with very high abilities- who has never picked up a sculpters tools in his life will be able to make things like an old master
RigaMortus2 said:That is not true at all. The old master will be at least +10 above him. +5 for being Trained in it, and most likely another +5 for having Skill Focus.
Henry said:This is the thing that bugs me most about the Saga Edition's skill system - the loss of the "fine-tuning." I could see hybrid systems which give a certain amount of base bonus, then allow you to add a small pool of "customization points," but the blanket bonuses which are given to SW characters would bug me if I played one regularly in a long-term game.
Celebrim said:Everyone can swim? Well, then swimming isn't a hazard, it's an option.
It's not a system of universal competence. It's a system of relatively constant differential between the most and least skilled members of the party. My guess is, 4e will also recommend that hazards scale with the level of the party, so that at any one time, the least skilled PC will have a low chance of success (say, 25%), while the most skilled PC will have a low chance of failure (say, 25%). If everyone has to make an individual check, and there is no way for a more skilled PC to help a less skilled PC, and there is some penalty for failure, then it makes each skill check interesting for every player - the player of the least skilled PC because he just might succeed, and the player of the most skilled PC because he just might fail.Celebrim said:I think it bugs me even more than that. The problem I have with it is that you might as well not have a skill system at all. The old notion for 1st edition of 'secondary skills' where, if the task is in the province of your secondary skill, you automatically succeed and if it isn't then you don't works just as well without the now useless (and time consuming) formality of dice rolling.
The notion of near universal competancy discourages me as a DM from even bothering with skill challenges. Everyone can swim? Well, then swimming isn't a hazard, it's an option. Everyone can climb? Well, then climbing isn't a hazard or an obstacle, it's an option.
WyzardWhately said:The way you limit this is with trained/untrained uses. An adventurer can't perform brain surgery, no matter what kind of bonus he'd theoretically get to the heal roll, if he isn't trained. Similar with craft. You can cobble together an awesome raft out of barrels and detritus, in order to escape a desert island, using your big-ass bonus. However, you cannot carve David out of marble, because you're not trained.
Simple.