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Switch to Forum Live View More then 1 way to train a skill.
6 months ago  ::  Dec 13, 2012 - 9:29PM #11
Cyber-Dave
  • I am a plot device.
Date Joined: Sep 20, 2004
Posts: 9,515

Dec 13, 2012 -- 10:09AM, mellored wrote:

A lot of discussion is based around skill training, and the only concenus seems to be is that different people have different expectations.  Some want to eliminate risk with training.  Some people want greater possibility with training and still risk failure.

So why is there only 1 way to train skills?  Let the player decide what fits his character best.


Here's some example options.

Option A: You have a minimum roll of 6/8/10/12 on the d20.  (better min).
Option B: Add 1d6/1d8/1d10/1d12 to your skill rolls.  (better max).
Option C: You gain +3/4/5/6 to a skill.  (better min and max).
Optino D: Roll 2d20/3d20/4d20 and take the highest.  (better average). *

I could also see a possibility of mixing them.

*D doesn't quite match the math of the rest.





A does not either. Every other option is statistically superior. And the game sort of does this already. With feats you can get a minimum roll of 5 or 10. With training you gain between +3/7. The problem that we are seeing is what happens when you stack everything together. And, for the most part, the problem comes from Skill Mastery/Mighty Exertion. The rules for those two abilities break the skill system right now. Fix those two, clarify that the entire group cannot try a skill check/how many skill checks can be tried and when, and then the system will be fine. 

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6 months ago  ::  Dec 14, 2012 - 5:31AM #12
mellored
Date Joined: Jul 8, 2008
Posts: 19,482

Dec 13, 2012 -- 9:29PM, Cyber-Dave wrote:

Dec 13, 2012 -- 10:09AM, mellored wrote:

A lot of discussion is based around skill training, and the only concenus seems to be is that different people have different expectations.  Some want to eliminate risk with training.  Some people want greater possibility with training and still risk failure.

So why is there only 1 way to train skills?  Let the player decide what fits his character best.


Here's some example options.

Option A: You have a minimum roll of 6/8/10/12 on the d20.  (better min).
Option B: Add 1d6/1d8/1d10/1d12 to your skill rolls.  (better max).
Option C: You gain +3/4/5/6 to a skill.  (better min and max).
Optino D: Roll 2d20/3d20/4d20 and take the highest.  (better average). *

I could also see a possibility of mixing them.

*D doesn't quite match the math of the rest.





A does not either. Every other option is statistically superior. And the game sort of does this already. With feats you can get a minimum roll of 5 or 10. With training you gain between +3/7. The problem that we are seeing is what happens when you stack everything together. And, for the most part, the problem comes from Skill Mastery/Mighty Exertion. The rules for those two abilities break the skill system right now. Fix those two, clarify that the entire group cannot try a skill check/how many skill checks can be tried and when, and then the system will be fine. 


Now that you mention it...

A: is done as a feat  (min 5)
B: is done as a background (+3->7)
C: is done as a manuver (+1d6->1d10)


So yea...  all the mechanics are there (though i agree they need a bit of balance).  They just need to open it up a bit.

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F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
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