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 Post subject: Question: Whiterock PreGens
PostPosted: Wed Jun 18, 2008 5:02 pm 
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Wild-Eyed Zealot
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Hi there,

I was looking over the really neat Castle Whiterock pregenerated characters earlier and had a question. These characters all seem to have skill ranks, that by my reading, exceed the limits of 1st level characters. On page 61 of the PH it says that you can only have as many ranks in a skill as 3+character level. Many of the PreGens have skill ranks that well exceed +4 for first level characters. Can someone tell me if I miss-read something? Thanks! :)


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 Post subject: Re: Question: Whiterock PreGens
PostPosted: Thu Jun 19, 2008 7:19 am 
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welland_warrior wrote:
Hi there,

I was looking over the really neat Castle Whiterock pregenerated characters earlier and had a question. These characters all seem to have skill ranks, that by my reading, exceed the limits of 1st level characters. On page 61 of the PH it says that you can only have as many ranks in a skill as 3+character level. Many of the PreGens have skill ranks that well exceed +4 for first level characters. Can someone tell me if I miss-read something? Thanks! :)


I don't have them right here, but could it be racial/class bonuses to skills, or bonuses due to feats?

Hyb'


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 Post subject: Re: Question: Whiterock PreGens
PostPosted: Thu Jun 19, 2008 10:35 am 
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Yeah, I don't have mine handy, but...

They were stripped down character sheets, weren't they? The numbers (IIRC) were the total bonus, not just the ranks. So they've got ability mods, racial stuff, feat stuff, etc in there, too.

Maybe.

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Gnome Boy (a.k.a. "Jon") • DCC play-tester @ DDC 35, Feb 2011. • Beta DL 2111, 7:00 AM PT, 8 June 11.
Playing RPGs since 1977 • Quasi-occasional member of the Legion of 8th-Level Fighters - Holds the power to play gnomes at will!

Here Be DCC Monsters...

General Yoros, Warrior, Str 13, Agl 8 (10), Stm 17, Per 13, Int 11, Lck 8; Law, HP 39, AC 17, R+2, F+4, W+2, band/shld, warhammer, longsword, longbow, pitchfork

Han Dee, (Weaver) Neutral Thief, Str 10, Agi 13, Stm 11, Per 11, Int 15, Lck 14, AC 13 (Leather), HP 25, Luck Die d6, Backstab 3, Sneak Silently 10, Hide In Shadows 9, Pick Pocket 10, Climb Sheer 10, Pick Lock 9, Find Trap 9, Disable Trap 9, Forge Doc 10, Disguise 3, Read Lang 5, Handle Poison 3, Cast Scroll d14+2, birth augur (Born under the loom) +1 to all skill checks (including thief skills), Banepicks (auto pick lock/disable trap, but lose 1d3 random ability loss, if a 3 then 1 pt is perm)


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 Post subject: Re: Question: Whiterock PreGens
PostPosted: Thu Jun 19, 2008 12:49 pm 
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Steely-Eyed Heathen-Slayer
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Joined: Sat Dec 04, 2004 9:44 pm
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GnomeBoy has the right of it. Those are total skill modifiers, not just ranks.

That said, it looks like they might be a little off in the skill point department. Err...sorry. :oops:

They look like pretty small mistakes, so you could still just run them "as is." It doesn't look like anything game-breaking is in there.

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Co-Author: The Almanac of the Endless Traders, DCC #13, DCC #29, DCC #49, DCC #51, DCC #52, DCC #63

Author: DCC #55: Isle of the Sea Drake, DCC #61: Citadel of the Corruptor, more to come....


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 Post subject: Re: Question: Whiterock PreGens
PostPosted: Thu Jun 19, 2008 1:25 pm 
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Definitely not game-breaking, I was just wondering if I had misread the skills information in the PH. I don't think it says that you can modify above the max of 3+level. If someone has a citation that suggests otherwise let me know as we have been sticking to a max of 4 for our first level characters (5 for second, etc). I was looking at them closely as I thought the PreGens have a great deal of character (no pun intended)! :)


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 Post subject: Re: Question: Whiterock PreGens
PostPosted: Thu Jun 19, 2008 2:27 pm 
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welland_warrior wrote:
I don't think it says that you can modify above the max of 3+level.


It's true for the ranks, not for the skill total. It says in the skill chapter of the PHB (p 61, I almost quote from my french PHB, but I found my american one...) that the skill modifier = skill rank + ability modifier + miscellaneous modifiers, and that Skill ranks cannot be above 3+level.

Of course on CW CS, the skill modifiers are shown, not skill ranks.

Hyb'


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 Post subject: Re: Question: Whiterock PreGens
PostPosted: Thu Jun 19, 2008 2:57 pm 
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Steely-Eyed Heathen-Slayer
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Hybban has the right of it (as well he should since he's our newest Tournament Judge!)...

Skill ranks max out at [character level +3]

Then you add in ability modifiers, feats like Skill Focus or Alertness, racial modifiers, and whatever else you've got to get the total skill modifier, which pretty clearly goes above [character level +3].

The Castle Whiterock pregens are listed with their total skill modifiers...just saving the Lucky Owner a step in adding together all the little bits so they can jump right into playing!

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Co-Author: The Almanac of the Endless Traders, DCC #13, DCC #29, DCC #49, DCC #51, DCC #52, DCC #63

Author: DCC #55: Isle of the Sea Drake, DCC #61: Citadel of the Corruptor, more to come....


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 Post subject: Re: Question: Whiterock PreGens
PostPosted: Thu Jun 19, 2008 3:01 pm 
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Jengenritz wrote:
Hybban has the right of it (as well he should since he's our newest Tournament Judge!)...


Thank you!
And I must admit that I'm not a 3.5 fan nor a good judge for rule in that system (which is probably why I did good with 4th edition rules). Before, I used to play DCC with C&C, now it will be with DD4 :)

Hyb'


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 Post subject: Re: Question: Whiterock PreGens
PostPosted: Thu Jun 19, 2008 5:30 pm 
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Ahh, good stuff! Thanks :)


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 Post subject: Re: Question: Whiterock PreGens
PostPosted: Thu Jun 19, 2008 9:18 pm 
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welland_warrior wrote:
Ahh, good stuff! Thanks :)


You're very welcome.

Hyb'


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