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Post by logan9a on Jan 23, 2017 2:28:37 GMT
Because yes, it will come up.
On the 2009 character sheet (wow, such time has passed!) it says "Boating ________ "
According to wiki, there are essentially three different kinds (I'm grouping unpowered and human together) of boating (with small boats) hence PC's will need to select:
Unpowered or human-powered boats. Unpowered boats include rafts and floats meant for one-way downstream travel. Human-powered boats include canoes, kayaks, gondolas and boats propelled by poles like a punt.
Sailboats, which are propelled solely by means of sails.
Motorboats, which are propelled by mechanical means, such as engines.
Hence, it will either be:
Boating: Human/unpowered
Boating: Sail (small)
Boating: Motor (small)
For large boats (ie pirate ship) knowing how to boat a small sailing schooner or something will only help a very very little.
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Scott
DORA
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Post by Scott on Jan 25, 2017 22:44:06 GMT
So five different boating skills?
I would probably just split it between sail and motor or big and small. Yes, this is ignoring the human/unpowered category entirely since those don't really involve any skill.
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Post by logan9a on Jan 26, 2017 0:24:13 GMT
I could live with that.
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Post by bentpaperclip on Jan 26, 2017 12:55:00 GMT
Except that you'll still make us roll to paddle a dingy. Will that just be a DEX/Agility roll?
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Post by logan9a on Jan 26, 2017 13:05:36 GMT
He has a good point there. Knows me, he does.
Yeah. Thinking more about what Dacks said, I'm thinking he hasn't been in a lot of boats with unskilled rowers. You spend a lot of time going no where and yelling at each other.
Plus I think the human/unpowered does require some skill.
Small boats:
Motor Sail Human/unpowered
Medium boats (these are probably the largest a single party will want to mess with - yachts (under 30m), catamarans, pirate ships would fit into here, etc:
Motor Sail
Big WTF boats
These would require different skills depending on what you are doing - you would buy skills such as 'destroyer pilot' and such.
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Post by bentpaperclip on Jan 26, 2017 13:09:51 GMT
Just make the base for Human/Unpowered high enough to cover the fact that money unskilled people can still succeed. Clubs & Climbing have a base of 40 - maybe something like that?
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Scott
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Post by Scott on Jan 26, 2017 22:57:33 GMT
Multiple rowers is an edge case where I would call for a Dex times 5 (or higher). It still isn't really skill.
I agree that Logan would typically call for a roll, because Logan, but honestly what's at stake in a rafting roll? How do you fail that? The river isn't going to flow any faster if you succeed or any slower if you fail. Do you simply fall off if you fail and stay on if you succeed? If such a thing needs to be rolled then I would think it would be better governed by Dex than a purported skill at making rafts go. (it certainly can't have anything to do with putting/keeping the raft together, as that would be a different skill entirely.)
Part of my GMing philosophy is not to ask for rolls if nothing is at stake. I would just assume everyone has a base proficiency in not falling over unless they are drunk or get bumped by another boat or something.
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Post by logan9a on Jan 26, 2017 23:16:28 GMT
I agree that Logan would typically call for a roll, because Logan, but honestly what's at stake in a rafting roll? How do you fail that? The river isn't going to flow any faster if you succeed or any slower if you fail. Do you simply fall off if you fail and stay on if you succeed? Getting hung up on stuff below the raft, not being able to get the raft out of the current to the bank, etc, etc. Generally if the PC's are just floating down the current and not wanting to do anything but float along with the current I wouldn't bother to call for a roll. If such a thing needs to be rolled then I would think it would be better governed by Dex than a purported skill at making rafts go. (it certainly can't have anything to do with putting/keeping the raft together, as that would be a different skill entirely.) I'd probably give this skill a higher base. If I was making skills a derivation of stats (I'm not) it would be an easier x's. Part of my GMing philosophy is not to ask for rolls if nothing is at stake. I would just assume everyone has a base proficiency in not falling over unless they are drunk or get bumped by another boat or something. I sometimes like to call for skill rolls just to see if something wild and weird happens. Even if they failed a skill roll on a Tom Sawyer raft, it might just be something like "You get hung up for awhile but eventually manage to pole it off.
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Post by bentpaperclip on Jan 27, 2017 13:24:56 GMT
Logan routinely likes to have PCs roll for mundane tasks. The likely chance of failure gives an opportunity to have something zany happen.
How many computers violently exploded when Doyle tried to turn them on? Considering his Computer Use, General skill was 29% - A LOT. Does it make sense? No. Are there any stakes? Not really - I'd just go down the row of computers until I passed a roll. Did it make Logan laugh? Yes. THAT is why the rolls are made.
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Post by logan9a on Jan 27, 2017 16:27:39 GMT
Travis (I almost said "Doyle") FTW! QFT! and other three letter acronyms.
I admit a photo of the characters on shore building a Tom Sawyer raft with a body of water nearby sporting five broken up wrecked rafts would make me giggle.
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Scott
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Post by Scott on Jan 30, 2017 22:50:55 GMT
I feel like if you want zany stuff to happen you can just say zany stuff happens. Maybe roll some decoy dice on the side for effect.
Anyway, if you go with just size categories, for big or small boats, or big/medium/small instead of breaking it out by both size and power then you could simplify it down to 2 or 3 skills instead of 6 to 12+.
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Post by logan9a on Jan 31, 2017 3:06:47 GMT
I feel like if you want zany stuff to happen you can just say zany stuff happens. Maybe roll some decoy dice on the side for effect. Anyway, if you go with just size categories, for big or small boats, or big/medium/small instead of breaking it out by both size and power then you could simplify it down to 2 or 3 skills instead of 6 to 12+. Could, but I'm happy with these five. Small boats: Motor Sail Human/unpowered Medium boats (these are probably the largest a single party will want to mess with - yachts (under 30m), catamarans, pirate ships would fit into here, etc: Motor Sail
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