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Re: [DL] d20: Question about Mad Science and Duels
>Under the Mad Science skill, it says to read in the Mad
>Science section in the MAgic chapter on how to use it.
>However, there is NO mention of this skill ANYWHERE in that
>chapter. Making new mad gizmos requires both Knowledge
>skills and Tinkerin skills, but not Mad Science. So, what's
>the point of this skill? What I was thinking of doing was
>instead of requiring a knowledge roll, making it a mad
>science roll, and giving a +2 synergy bonus to it if you
>have the appropriate knowledge skill related to what you are
>trying to build.
Here's what I theorized not too long ago, and since nothing official has
been said . . .
-------------
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.
-------------------
Allan Seyberth
darious@darious.com
Deadlands fan site - http://www.darious.com/
As far as we know, our computer has never had an undetected error.
-Weisert