Post by aceofspades on Jan 19, 2021 20:16:31 GMT -5
I wanted to start a thread to discuss some of the skills available in LTS. Currently, one of my characters has the Investigator skill, which says "Investigator-Uncover information on 3/IQ". Other than in searching an area I didn't see another use for this skill that would "uncover information", so I though of using it like this...in a solo apply the skill in such a way that on a successful roll the character could look ahead at one of the choices. I'm not sure if this is too powerful or too much of an advantage. Would it unbalance or ruin some of the adventures to use this skill in such a way?
I wanted to see other's thoughts before I run through any of the for pay LTS modules. How do you apply some of the "unobvious" skills?
Post by mister frau blucher on Jan 22, 2021 8:45:46 GMT -5
As the authors of the adventures, we try to include a use for skills such as this. Usually, it is mentioned specifically in the text of the adventure when to use such a skill. But there are also instances of use that are mentioned in the rules, rather than the adventure, like the Bard skill in LAW. In the reference above, it is for more of a Game Mastered adventure where the process would apply.
BUT - I like your concept. It definitely would create some problems in some programmed adventure situations, however it also makes a lot of sense in certain situations. I might actually go with a 4/IQ + skill roll, to make it difficult but also rewarding, if you want to try that out. As long as it makes sense, like the characters are in a bar or at a repair facility, where they could logically talk to people.
If you did this for one of your adventures, I'd be interested in your feedback, if you felt it unbalanced things. While the core of our rules are set, we do occasionally tweak things like skills based on play.