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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