That is a tough one, if it were me I'd take the book, gameplay is most interesting when you get that extra bit the dice deals out even if you have to take a bite from it other times. Besides if you don't we'll all be wondering forever after what was in it.
__________________ DMing: Glare of the Crimson Sun, a 4e Dark Sun campaign OOC IC Map
That is a tough one, if it were me I'd take the book, gameplay is most interesting when you get that extra bit the dice deals out even if you have to take a bite from it other times. Besides if you don't we'll all be wondering forever after what was in it.
Alright, sounds good to me. I'll adjust my post to reflect this. Later, when I'm not gaming IRL.
Hmm, I'd say you can get those bars off with no check required. You could do an individual check, but I figured everyone was working together to assist in the ulitimate scavenging and construction check by whomever is going to be primary for building it.
Most logical way I think that would play out is individuals contributing parts to the primary for them to assess and assemble into a stretcher. Anyone assisting gives a harmony bonus, plus potental tools bonus for the materials. The final check would be to determine whether or not the stretcher is any good.
To be honest, I probably should insist on the individual check, but I'm being kinda lazy today, and don't want to clutter the flow of posting with too many incidental dice rolls
I'm going interstate for a few days, I should still have net access, but just in case I don't feel free to set up the roll for the stretcher without me.
Incidentally, which primary attribute would be most applicable? I'd think Mind, but part of me also says the dexterity of body might be applicable. Scavenging skills would apply to it, as would anything where you arguably have to improvise such crafting. (Both Thief and Repair could apply)
Okay, this one may be a bit of a stretch, but would it be possible to get Crown's Painter skill or Job bonus to picking out a material? I imagine that, over the years, he's had to paint on a variety of materials, not just paper. That may give him a better sense of the composition of said materials, especially for a pony as detail-oriented as he.
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Quote:
Originally Posted by Eakin
We're like the weeping angels from Doctor Who, except with cuddling and friendship instead of horrible death. Don't look away.
I'm going interstate for a few days, I should still have net access, but just in case I don't feel free to set up the roll for the stretcher without me.
Incidentally, which primary attribute would be most applicable? I'd think Mind, but part of me also says the dexterity of body might be applicable. Scavenging skills would apply to it, as would anything where you arguably have to improvise such crafting. (Both Thief and Repair could apply)
DC would be 15 if you want the stretcher to last.
Personally, I'd say Mind is more important than Body. And if Grease is the one building it, then I'd say Mechanic would apply, but not Repair.
Hmm. Tough one. When it comes to painting, material selection is important, so he may have picked up something as part of that.
Ok I'll pay it. Skill and job apply.
Heck. You might even be able to mount an argument for special purpose too.
Sweet. As for special purpose, I'd say it falls under "showing what makes things special" pretty easily. After all, in order to show what makes something special, he has to be able to discover what makes something special himself. For materials, what makes them special is their blend of properties; tensile strength, washability, how it handles the heat, density, etc. All of them blend together to create what really makes that material unique. Thus, as he walks through the train cabins, he's not really browsing materials, he's browsing unique mixes of physical properties to find just the right flavor to save their griffon ally.
I'm going to go ahead and roll, because I don't think he really needs more bonuses at this point, and I've held things up long enough. Just read this first and decide whether or not it'd apply, then go see if the check failed or not.
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Quote:
Originally Posted by Eakin
We're like the weeping angels from Doctor Who, except with cuddling and friendship instead of horrible death. Don't look away.
Looking at it objectively, there was a 20.25% chance that I'd get a nine or lower on both rolls and fail the check. The 6.25% chance that both results would be below five is harder to stomach.
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Allons-y!
"Everything I see is total, unblemished reality...Except for the flying carrots. Those are probably fake." ~Trixie
Personally, I'd say Mind is more important than Body. And if Grease is the one building it, then I'd say Mechanic would apply, but not Repair.
Yeah, I guess Mind continues to be the dominant stat ... for now.
As for the skills/job, thoughts on my part were; mechanics are all about understanding mechanical principles, whereas repair ponies might need to have knowledge of how to fudge together parts that were not designed for their use so both might apply.
But hey, if you want to argue against it, more than happy XD.
Oh and Amish, I agree with the special purpose applying, but you rolled high enough that it's rather moot. :)
Yeah, I guess Mind continues to be the dominant stat ... for now.
As for the skills/job, thoughts on my part were; mechanics are all about understanding mechanical principles, whereas repair ponies might need to have knowledge of how to fudge together parts that were not designed for their use so both might apply.
But hey, if you want to argue against it, more than happy XD.
Oh and Amish, I agree with the special purpose applying, but you rolled high enough that it's rather moot. :)
Well my thoughts were more that Mechanic is her Job, which represents a broader knowledge base than her Repair skill, which is more focused. They're both at 4, so which one applies only matters if they both do, which would mean getting +8 instead of +4.
But hey, if you think Repair would apply to building things, I'd be happy with that.
I'm considering buying a new skill to better allow Dive Bomb to care for injured ponies. Probably be something along the lines of Field Medicine, which would involve triage and immediate care of wounds like sprains or cuts. So while Pharmaceutical medicine would involve more diagnosing a disease and making a medicine to help fight it, Field medicine is more of a field hospital kind of thing.
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Allons-y!
"Everything I see is total, unblemished reality...Except for the flying carrots. Those are probably fake." ~Trixie
Well my thoughts were more that Mechanic is her Job, which represents a broader knowledge base than her Repair skill, which is more focused. They're both at 4, so which one applies only matters if they both do, which would mean getting +8 instead of +4.
But hey, if you think Repair would apply to building things, I'd be happy with that.
Heh, well it's a good point, and was one of the arguments I had with myself on Amish/Cork's question earlier was about the scope of Job vs Skill.
In the end I let both apply because it was hard to justify separating Painter from Painting. I think carrying repair forward to making entirely new things might be a bit too much of a stretch, but I do want to be consistent in the treatment between PC's
Ok, how about this. If you think you need to fudge/stretch a stat, then the general answer is yes for jobs and no for skills unless you can come up with a decent argument as to why both apply, bearing in mind that the skill narrowly focused?
This would make the answer earlier to Cork a Yes for Job and No for Skill on the grounds that the 'painting' skill simply refers to his ability with the brush. That sound fair?
Quote:
Originally Posted by Balmas
I'm considering buying a new skill to better allow Dive Bomb to care for injured ponies. Probably be something along the lines of Field Medicine, which would involve triage and immediate care of wounds like sprains or cuts. So while Pharmaceutical medicine would involve more diagnosing a disease and making a medicine to help fight it, Field medicine is more of a field hospital kind of thing.
That's fine. If DB helps nurse the Ambassador a bit, that will be sufficient practice to justify the XP spend narratively.
Ok, how about this. If you think you need to fudge/stretch a stat, then the general answer is yes for jobs and no for skills unless you can come up with a decent argument as to why both apply, bearing in mind that the skill narrowly focused?
This would make the answer earlier to Cork a Yes for Job and No for Skill on the grounds that the 'painting' skill simply refers to his ability with the brush. That sound fair?
I was genuinely surprised you let me use the Painting Skill earlier, but didn't say anything because I know when to keep my mouth shut.
I agree entirely with this interpretation. Jobs are supposed to represent the broader set of skills and experience picked up doing them, while Skills are finely tailored to more individual tasks.
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Quote:
Originally Posted by Eakin
We're like the weeping angels from Doctor Who, except with cuddling and friendship instead of horrible death. Don't look away.
Excellent. I imagine the XP expenditure would take place at the end of the day?
Eeeeyup.
Quote:
Originally Posted by TheAmishPirate
I was genuinely surprised you let me use the Painting Skill earlier, but didn't say anything because I know when to keep my mouth shut.
I agree entirely with this interpretation. Jobs are supposed to represent the broader set of skills and experience picked up doing them, while Skills are finely tailored to more individual tasks.
Heh, well it's a good point, and was one of the arguments I had with myself on Amish/Cork's question earlier was about the scope of Job vs Skill.
In the end I let both apply because it was hard to justify separating Painter from Painting. I think carrying repair forward to making entirely new things might be a bit too much of a stretch, but I do want to be consistent in the treatment between PC's
Ok, how about this. If you think you need to fudge/stretch a stat, then the general answer is yes for jobs and no for skills unless you can come up with a decent argument as to why both apply, bearing in mind that the skill narrowly focused?
This would make the answer earlier to Cork a Yes for Job and No for Skill on the grounds that the 'painting' skill simply refers to his ability with the brush. That sound fair?
That's fine. If DB helps nurse the Ambassador a bit, that will be sufficient practice to justify the XP spend narratively.
Sounds fair to me.
FYI Sandy is making a lovely little detour specifically to hit me, so my power will likely go out for a few hours at least. I'll get in my post now.
The power just came on for me, though not from Sandy, there's a snowstorm coming in from the Tennessee border, and the winds blew out a transformer after I got home. But of course the hurricane took all our thunder.
Still keep safe, it certainly looks nasty.
__________________ DMing: Glare of the Crimson Sun, a 4e Dark Sun campaign OOC IC Map
Moved to OOC because the end note was getting longer than that post:
I'm okay with any level of injury, as well as a roll to try and diagnose/fix it. Crown did moan about how much pain he was in, and had a minute or so of shock after falling, but his mind has been focused on rescuing the ambassador in the meanwhile. So it's not too much of a stretch that the injury could be worse than a simple nosebleed, and he's just far tougher than anypony has given him credit for. And I do want to play Cork's melodramatic actions as if they actually have consequences beyond a slap on the wrist.
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Quote:
Originally Posted by Eakin
We're like the weeping angels from Doctor Who, except with cuddling and friendship instead of horrible death. Don't look away.
It's Amish's character, so he can make the final call. It's only one point of fort damage caused by a smack to the face, so I do think a simple nosebleed is enough for that.
Bear in mind, you will take more points of fort damage in the future I'm sure, I dont want the benchmark set too high with the first point taken XD
Also, I'm a bit techy about having a roll to remove that damage point or reduce its healing time. Maybe once someone invests in first aid skill that can be a perk, but it's too early to be having that discussion.
Okay, Nat 1 is obviously bad. Nat 20 is it's just an incredibly over-glorified nosebleed. 5 or less is broken nose. 6 or higher is just bruises and ouchies, no lasting damage.
(1d20)[16]
There you have it; he's just banged up from the fall.
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Quote:
Originally Posted by Eakin
We're like the weeping angels from Doctor Who, except with cuddling and friendship instead of horrible death. Don't look away.
You know, it is challenging, and very, very fun to write for Dive Bomb. What's best is when I can get that shy, asocial pegasus balanced just right with the smart snarker on the inside.
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Allons-y!
"Everything I see is total, unblemished reality...Except for the flying carrots. Those are probably fake." ~Trixie
Well, the hurricane turned out to be really lame. It was supposed to hit us in force today, but all we got was a bit of drizzle and somewhat uncomfortable cold. We didn't even get off class.