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Skills #5
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There won't be assignment of skill points, rather it's assumed all class skills are always maxed out. This might be a problem with Advanced Classes later on but it should be easy enough to just assume their skill list / points is the same as the Webcrawler's #2 This might not be the best approach, actually. It would mean a player is stuck with his initial choice to the exclusion of everything else and provides a lot less opportunity for customization. On the other hand, there skill feats and chips... Maybe start with that and improve upon on 2.0. |
Character#skills Skills#proficient=[] |
Proficient ranks: level + 3 Probably better not to even bother with non-proficient skill ranks, just use ability bonus. |
It should be possible for players to use a skill proficiency slot to add a permanent +1 bonus to a given skill. This is not really recommended but should be possible, to do this just have a skill list and a "bonus". Players will notice that when they click the "proficient" checkbox they'll gain a big bonus to the skill for 1 point, while adding to the "mastery" will only add 1 despite costing the same thing. |
There also needs to be a column "Skill emphasis" (feat and talent), which gives a once-only +3 bonus.
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Skills rolls are made under a certain DC. Most of the time, if the skill can be won with a take 10, it should. So skill rolls should be something like this:
Rolling 20 is always a hit, 1 is always a failure. |
The DC chart from page 49 is great:
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Taking 20 should be an option ins some cases, especially off the web. |
It's not always easy to determine what skills will be useful. You'd imagine it'd all boil down to Computer Use but that's not the case, especially considering IRL actions such as Treat Injury.
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