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Skills you cannot use
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MrNexx
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PostPosted: Mon Jan 11, 2021 3:33 am    Post subject: Skills you cannot use Reply with quote

So, an assumption I see a lot is that people cannot use skills if they don't have them listed on their template.... a kid doesn't have Starship Weaponry, so, if he's put in a position where he needs to start shooting, he can't.

However, I'm not sure where that is in the rules.

The closet I can find to a statement regarding it says the opposite... On page 28 of R&E, you get "'What happens if I don't improve a skill?' Simple — just roll the attribute. Remember, skills that are not improved still have the same die code as their attribute."

Also, under "learning new skills" (p. 35), there's this note: "There is no training time if the character "used the skill" in the last adventure (i.e., used the attribute when doing something that would be covered by the skill)." Which would further imply that you try any skill if you want.

Add in that some skills are simply natural abilities (if Brawling is not listed, are you unable to throw a punch? Can Smugglers neither climb nor jump? Do Wookiees have no Willpower?), and, barring a specific reference that says you can't use skills if they're not listed on your template, I don't see how that's true.. at least, not by the rules as written.
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Raven Redstar
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PostPosted: Mon Jan 11, 2021 1:38 pm    Post subject: Reply with quote

I've never played this way.
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shootingwomprats
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PostPosted: Mon Jan 11, 2021 3:04 pm    Post subject: Re: Skills you cannot use Reply with quote

MrNexx wrote:
... and, barring a specific reference that says you can't use skills if they're not listed on your template, I don't see how that's true.. at least, not by the rules as written.


I have seen this quoted before yet never seen it in the rules or a supplement. I think this is more of a home rule or a case of cross game syndrome from D&D.
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garhkal
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PostPosted: Mon Jan 11, 2021 3:35 pm    Post subject: Re: Skills you cannot use Reply with quote

MrNexx wrote:
So, an assumption I see a lot is that people cannot use skills if they don't have them listed on their template.... a kid doesn't have Starship Weaponry, so, if he's put in a position where he needs to start shooting, he can't.

However, I'm not sure where that is in the rules.


Its not an assumption based on the rules, its more of a thought of how things should be.. And not all skills should be that way. Yes, some skills should be able to get defaulted, some to me, shouldn't... Such as what we've discussed in the # of threads on this, in the past 3 or so years.
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cheshire
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PostPosted: Mon Jan 11, 2021 5:54 pm    Post subject: Reply with quote

The rules are pretty explicit that if you don't have a skill listed, use the attribute. Anything else is house rules.
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DougRed4
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PostPosted: Mon Jan 11, 2021 6:13 pm    Post subject: Reply with quote

Agreed that this is not the RAW, but likely somebody's interpretation or house rule.
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Whill
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PostPosted: Mon Jan 11, 2021 11:49 pm    Post subject: Re: Skills you cannot use Reply with quote

Quote:
What happens if I don't improve a skill?' Simple — just roll the attribute. Remember, skills that are not improved still have the same die code as their attribute.

The other things cited are correct but don't need to imply anything because, as cheshire said, this is explicit. The very premise of the D6 game system is that skills default to the attributes. 2e introduced an exception to that, advanced skills which start at 1D and can't be used without the skill.

Anyone who argues that WEG SW RAW says otherwise is simply incorrect. Of course some GMs know RAW and choose to house rule it anyway, which is their prerogative. I think D6 Space has an optional 'unskilled penalty' rule.

Most here seem to agree with RAW. As garhkal said, we've had multiple discussions about this over the years. I'm in favor of at most introducing a temporary "unfamiliarity factor" that can apply to some base attribute rolls if the character is using some new (to them) technologies, where the difficulty is slightly higher the first few times and then the penalty disappears and it becomes pure default.

A related discussion is how to handle primitive sentient characters. I think the Ewok rules with a massive list of skill restrictions but still allowing primitive characters to use base attribute are both quite ridiculous. I submit that even 1D in Knowledge, Mechanical, and Technical attributes inherently possesses a minimal acclimation to galactic society, so the game system was not really designed to handle primitive characters. My solution for primitive NPCs is to have "0D Attributes" (which includes rules for 0D, 0D+1, and 0D+2). My solutions for PCs is to disallow primitive characters — PCs may have been primitive at some point in their background and may still cling to primitive culture in some ways, but they have had some galactic acclimation since then. An Ewok PC with 2D in Knowledge and Technical would had to have been out in the greater galaxy for at least a few years before the campaign begins.
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MrNexx
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PostPosted: Sat Jan 16, 2021 12:18 am    Post subject: Reply with quote

So, it's not so much that it's a common thing, just that garhkal talks so much he seems like several people? Wink
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Raven Redstar
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PostPosted: Sat Jan 16, 2021 2:35 am    Post subject: Reply with quote

MrNexx wrote:
So, it's not so much that it's a common thing, just that garhkal talks so much he seems like several people? Wink


Yes, but in a good way.
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garhkal
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PostPosted: Sat Jan 16, 2021 3:36 am    Post subject: Reply with quote

Lol.. Thanks for the funny!
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