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Old 09-01-2006, 08:28 AM
Robotech_Master Robotech_Master is offline
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Join Date: May 2002
Location: Springfield, Missouri
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Re: [RPG]: Codex: Story Gaming for Creative People, reviewed by Robotech_Master (4/4)

Quote:
Originally Posted by IMAGinES View Post
Couple of things I'm curious about:

... skills are developed on the fly; when a situation comes up in play where the skill would be used, the player looks at his Blue Book entries, and other players look at the Green Book entries, to see whether the character's background and adventures give him that skill.

Hmm. I have this vision of players calling five minute time-outs to leaf through their Blue Books because they think they wrote down something applicable thirty (or was it forty?) pages ago. Is this a reasonable expectation of play, and does the text offer any suggestions to speed/side-step this process? And once you bing a skill into play, does it get added to your character's sheet permanently?
I think there's an expectation of players knowing their blue books more or less by heart, so it's more a question of finding where you wrote something rather than looking to see if you wrote something. Given that you're only allowed one blue book entry per completed gaming session, it should be a while before this becomes a real problem.

Skills are written down "permanently" on the character sheet once they are used for the first time, and it is codified which of the attributes they are based on. If a future blue book entry, or the temporary assignation of a green book entry (unlike the blue book, green book entries can only be used by one particular character at a time, until that character chooses to release it), down the road provides a further bonus, then it's adjusted next time the skill is used.

And:

Quote:
Then any applicable Attribute and Skill bonuses are added to the result of a 20-sided die roll, in a simple opposed test vs. the GM.

So, do skills have values, and if so, where do they come from? The review mentiosn a pool of points for Attributes, but nothing for skills. Or are the "skill bonuses" situational?
I should probably have been a little more clear about this, but I didn't want to write down everything and not give people a reason to buy the game. Each applicable Blue Book entry is good for a bonus of +1 to a particular skill (and these do stack), each Green Book entry is good for +2. Skills are resolved as Attribute + Skill + D20. (Well, actually Attribute + Skill + Attribute + Skill + D20, as you're allowed to use up to two skills and their associated attributes on a single action, if they are applicable to the situation.)

Say that Bob has a Clan attribute of 5, and his "Fighting" skill is defined based on Clan as having learned to wrestle in the longhouses of his tribe. (It could be defined based on any one of his attributes, it's just up to the player to justify it based on what he writes and so forth.) If one of his Blue Book entries is about a wrestling match, then that entry adds +1 to his fighting skill, for a total of D20 + 6. If another player in the game points to the Green Book entry for a past game session--where this character participated in a pro wrestling match--and says, "Let's let Bob apply that to his Fighting for now," that adds +2, for a Fighting of D20 + 8. In a wrestling competition, Bob rolls his D20 + 8, and his adversary rolls D20 + whatever his skill is, and the higher result wins. (And there are degree of result and wounding rules based on the difference between winning and losing results, too.)

But if down the road, some other character could benefit from that Green Book session--say, Bob's agent, Fred, negotiated Bob's wrestling contract during that session, and could use the +2 to his Negotiation skill for an upcoming negotiation now--Bob can release the Green Book entry to Fred and he's back at D20 + 6, but Fred now has +2 to whatever his Negotiation was until he relinquishes that entry himself.
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