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Re: [DL] Re: [DLd20] Mad Science Skill
At 12:56 PM 11/26/2001 -0500, you wrote:
>After a long period of lurking, I'd like to post my first question (it's
>actually a Deadlands d20 question, but since that mailing list is more or
>less dead, I'd like to post it here).
>
>In Deadlands d20, there's a skill called "Mad Science". Reasonably enough,
>it's an exclusive skill for mad scientists (p. 48). My question is: What
>does it do? According to the rulebook, a mad scientists doesn't need that
>skill at all. On p. 114 it says that, to devise the blueprint for a new
>device, you need the appropriate Knowledge skill (engineering, biology or
>whatever). Then, to build it, you need Tinkerin'. So, what exactly (if
>anything), do you need Mad Science for?
Yup. There's an error in there. If you notice there is nothing mentioning
the DC of the items themselves. It just states that there is a flat DC 5
for the knowledge skill, or 10 if the knowledge skill isn't had (and what
is rolled to check that DC isn't mentioned).
At some point, a Mad Scientist skill roll has to be made against the DC of
the item being created.
I would use this as a work around - the Knowledge skill roll is a DC 5 - if
the appropriate skill is not available, or if the skill roll is failed or a
1 is rolled, the DC of the Mad Scientist roll is raised by 5.
After the science roll, comes the Mad Scientist roll, and then the
Tinkerin' roll.
>Jack
-------------------
Allan Seyberth
darious@darious.com
Deadlands fan site - http://www.darious.com/
In the land of the blind, the one eyed man is stoned to death.