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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.