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11 months ago  ::  Aug 19, 2012 - 9:07AM #11
TildenThorne
Date Joined: May 29, 2008
Posts: 492
AlmightyK... Where does it say that about heavy weapons? Not disagreeing... Just cannot find it...
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11 months ago  ::  Aug 19, 2012 - 9:18AM #12
AlmightyK
Date Joined: Jun 22, 2012
Posts: 544
nevermind, i was mistaken. although i am right about the small not being able to use them thing
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11 months ago  ::  Aug 19, 2012 - 9:46AM #13
strider1276
Date Joined: Jan 23, 2012
Posts: 1,436
In regards to skills, in the Backgrounds file, it says "Your modifier when making checks using that skill equals 3 + the ability modifier associated with the skill."

That suggests to me that new skills start at the +3 (like the pre-packaged Background ones), and can improve from there using those rules. 
For those confused on how DDN's modular rules might work, this may provide some insight: http://www.tor.com/blogs/2012/11/the-world-of-darkness-shines-when-it-abandons-canon

@mikemearls: Uhhh... do you really not see all the 3e/4e that's basically the entire core system?
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11 months ago  ::  Aug 19, 2012 - 9:59AM #14
YouKnowTheOneGuy
Date Joined: Feb 19, 2012
Posts: 777
Strider, that's how I read it as well.
But, I much prefer the new skills starting from +1.
"What's stupid is when people decide that X is true - even when it is demonstrable untrue or 100% against what we've said - and run around complaining about that. That's just a breakdown of basic human reasoning."
-Mike Mearls
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11 months ago  ::  Aug 19, 2012 - 10:01AM #15
AlmightyK
Date Joined: Jun 22, 2012
Posts: 544
i dont know where you are all getting this "new skills" idea from...
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11 months ago  ::  Aug 19, 2012 - 10:02AM #16
AlmightyK
Date Joined: Jun 22, 2012
Posts: 544
the only way to train new skills so far is to take a feat, and states the bonus you gain for it
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11 months ago  ::  Aug 19, 2012 - 10:32AM #17
TildenThorne
Date Joined: May 29, 2008
Posts: 492
So I am set to wonder which they intended for a dragon sorcerer... I can clearly see the greatsword/dragon blood/full armor kinda thing... but that is a whole additional proficiency "level" not provided in the class right up... huh... Maybe a designer would be so happy as to clarify this? To much to hope I would suppose...
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11 months ago  ::  Aug 19, 2012 - 10:34AM #18
strider1276
Date Joined: Jan 23, 2012
Posts: 1,436

Aug 19, 2012 -- 9:59AM, YouKnowTheOneGuy wrote:

Strider, that's how I read it as well. But, I much prefer the new skills starting from +1.




Just out of curiosity - why? All of the other skills start at +3, so why shouldn't any new skills?

For those confused on how DDN's modular rules might work, this may provide some insight: http://www.tor.com/blogs/2012/11/the-world-of-darkness-shines-when-it-abandons-canon

@mikemearls: Uhhh... do you really not see all the 3e/4e that's basically the entire core system?
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11 months ago  ::  Aug 19, 2012 - 10:42AM #19
DavidArgall
Date Joined: Dec 5, 2007
Posts: 1,613
    Now a more serious error for those working on a campaign is that the XP chart is way out of whack with the XP you get from encounters.  [As written, you may find it physically impossible to get much beyond 10th level.]   A possible correction is to be found under Experience?, in this thread.
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11 months ago  ::  Aug 19, 2012 - 5:00PM #20
Tectuktitlay
Date Joined: Sep 12, 2008
Posts: 1,223
Warlocks have one less spell on their ritual spell list than they are allowed to get. As-written, you have no spell you can choose at level 3 to add to your ritual book, yet have a spell choice to use; there are only two 1st level rituals listed, Alarm and Comprehend Languages.
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