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<DIV><EM>Most non-combat skills have absolutely no effect at EL <SPAN
class=055145812-04112004>0.</SPAN></EM></DIV>
<DIV><SPAN class=055145812-04112004></SPAN> </DIV>
<DIV><SPAN class=055145812-04112004><FONT face=Arial color=#0000ff size=2>That's
part of the reason I made up my "target-12" skill system that used 2d10 for
resolution -- even at EL0 you had SOME chance. Personally, for non-combat
skills we used the LOWEST attribute in the formula, not the highest (as stated
in the books).</FONT></SPAN></DIV>
<DIV><SPAN class=055145812-04112004><FONT face=Arial color=#0000ff
size=2></FONT></SPAN> </DIV>
<DIV><FONT face=Arial color=#0000ff size=2></FONT> </DIV>
<DIV></DIV>
<DIV class=OutlookMessageHeader lang=en-us dir=ltr align=left><FONT face=Tahoma
size=2>-----Original Message-----<BR><B>From:</B> David Hunt
[mailto:dhunt@myriad.net] <BR><B>Sent:</B> Wednesday, November 03, 2004 10:30
PM<BR><B>To:</B> The Powers and Perils Mailing List<BR><B>Subject:</B> Re: [PnP]
In game skill acquisition<BR><BR></FONT></DIV>Most non-combat skills have
absolutely no effect at EL 0. When you use 0 in the formulas for
what they do, it's nothing or a 0% chance of sucess, etc. It's my thinking
that if you pay the experise to actually learn the skill, then you should
actually be able to use the skill in some capacity after paying that
expertise. If someone wants to limit what skills start at after the
character generation, the Burton's idea is workable.<BR><BR><BR>Choinski, Burton
wrote:<BR>
<BLOCKQUOTE
cite=mid9150DCE0CCB4D411A7DB00508BB0DBF206777610@msx1am.matrixone.net
type="cite">
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<P><FONT size=2>I changed my formulas to use the LOWEST characteristic of the
formula when determining non-combat skill defaults.</FONT> </P>
<P><FONT size=2>One can also make the case that the "starting skill" benefit
only applies at character generation, not during play, so you start at 0 once
learned.</FONT></P><BR>
<P><FONT size=2>-----Original Message-----</FONT> <BR><FONT size=2>From: Alex
Koponen [<A
href="mailto:akoponen@mosquitonet.com">mailto:akoponen@mosquitonet.com</A>]
</FONT><BR><FONT size=2>Sent: Tuesday, November 02, 2004 5:21 PM</FONT>
<BR><FONT size=2>To: <A class=moz-txt-link-abbreviated
href="mailto:pnp@abroere.xs4all.nl">pnp@abroere.xs4all.nl</A></FONT> <BR><FONT
size=2>Subject: [PnP] In game skill acquisition</FONT> </P>
<P><FONT size=2>When a character, in game, acquires enough training and
expertise to </FONT><BR><FONT size=2>learn a non-combat skill does the
character:</FONT> <BR><FONT size=2>Get EL0 in that skill ?</FONT> <BR><FONT
size=2>Get a starting level in that skill as implied under Rule 2.41 ?</FONT>
<BR><FONT size=2>I use the second but it does encounter the problem of a big
jump in </FONT><BR><FONT size=2>effective skill when it is finally learned. To
counter that problem one </FONT><BR><FONT size=2>can calculate what the
starting level will be, figure out what </FONT><BR><FONT size=2>percentage of
learning to the starting level has taken place and </FONT><BR><FONT
size=2>calculate what the effective penalty is.</FONT> </P>
<P><FONT size=2>Seaman is an example of an Either/Or skill in many
ways.</FONT> <BR><FONT size=2>You either have it at EL0 or greater, in which
case you don't have </FONT><BR><FONT size=2>combat penalties aboard moving
ships OR you don't have it at EL0 or </FONT><BR><FONT size=2>better in which
case you have a 50% penalty to your OCV, DCV and weapon </FONT><BR><FONT
size=2>EL in combat aboard a moving ship.</FONT> <BR><FONT size=2>This fails
to provide for gradual increase in skill as one learns the </FONT><BR><FONT
size=2>skill but has not yet mastered it. When rewritten a more gradual skill
</FONT><BR><FONT size=2>slope would be more realistic.</FONT> </P>
<P><FONT
size=2>
Alex Koponen </FONT></P><BR>
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