I need the info in the next 2 hrs

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Meh - this is a fantasy roleplaying game, not a lesson in physics or other esoteric training. The distinctive trait can and should be applied wherever or however the LM feels it would add good stuff to the story. The Craft skill is one skill that can used to apply to many different situations. Doesn't mean that realistically a person that knows one thing shouldn't be able to accomplish another with a dice roll. There are many rules and aspects that defy what truly makes real-world sense. So too could a trait involving man-made fires. If the player can evoke it, I have no issue with it flying. With so many skill tests needed for that scenario - a few auto-successes with good description is perfect for the drama and won't diminish the scenario at all - in fact, if anything, it'll enhance it.Evening wrote:Very few people, if any, would have any idea how to efficiently put out a large structure fire, even with the fire-making talent (a very misleadingly written talent, BTW). Expect substantial, if not complete loss.
... I like the idea of a fire having a Tolerance. Give a whole new meaning to having a fiery discussion!Elfcrusher wrote:Make it sort of like encounters: create a number of checks of different types (using some of the suggestions above). So they might have to make several healing checks, several search checks, several athletics checks, several awareness checks, etc. X number of failures and they "lose".
True, but actual life professions and experiences influence how players resolve tasks presented in a game. For example, going back to the fire-making talent, if I stated with all solemnity that those with the talent are more adept at putting out a nearly fully involved structure fire and they can hand wave it (auto success), I'd be laughed out of the room.Meh - this is a fantasy roleplaying game, not a lesson in physics or other esoteric training.
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