TaxiMan Posted May 9, 2003 Report Share Posted May 9, 2003 I've winged this for a long time - and finally realized I could ask you! So here goes: If a PC attempts an action for which they do not have the skill, how is that handled? For example: A PC in desperation tries to jump a creek (with a car) without combat driving (or even any more than the Everyman transport familiarity!). Another PC tries bribing a guard to "look the other way" - no skill. Yet another tries to travel at night, using the North Star (while not going directly north), ... without Navigation. I've faked all these occasions, making decisions based more on what I want to happen than on a rulebook. What do you say? Link to comment Share on other sites More sharing options...
Steve Long Posted May 9, 2003 Report Share Posted May 9, 2003 I say you pretty much did the right thing -- faking it based on the most dramatically appropriate outcome is a time-honored GMing trick, particularly when you can pull it off so the players aren't aware of your sublime string-pulling. As a rough guideline, I suppose you could allow a really low roll -- say, 6-. Otherwise people who pay for Familiarities are paying for something everyone else gets for free. Link to comment Share on other sites More sharing options...
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TaxiMan
I've winged this for a long time - and finally realized I could ask you! So here goes:
If a PC attempts an action for which they do not have the skill, how is that handled? For example:
A PC in desperation tries to jump a creek (with a car) without combat driving (or even any more than the Everyman transport familiarity!).
Another PC tries bribing a guard to "look the other way" - no skill.
Yet another tries to travel at night, using the North Star (while not going directly north), ... without Navigation.
I've faked all these occasions, making decisions based more on what I want to happen than on a rulebook. What do you say?
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