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Post by ephralia on Nov 28, 2015 6:15:16 GMT -8
Hi! I'm trying to get all this straight in my mind, and I've gotten confuzzled. My own issue is blacksmith work, but it's always good to clarify stuff, yes? - At character creation, skills seem a binary thing. You either got it or you ain't. "The fox" for sneaking, "Cat's grace" for reflexes. Etc. Are blacksmith "specialized skills" (this page) available at character creation? If so, they are not linked to. The blacksmithing page is kind of an island in cyberspace.
- "Knowledge of ____" seems different. Blacksmithing would fit in that blank (for sure, since blacksmithing is given as an example). It seems like you can take that skill twice, and therefore get a +4 on blacksmith knowledge and therefore blacksmithing perks such as being able to work with mithril. Is that correct?
- Possibly not related, on the blacksmithing skills page that now I can't find it seems to imply that a blacksmith rolls for success when crafting something. Is there anything to that?
Thanks! Eph
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3,197 posts
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Post by Lιттle Ƭree (Cedar Ashland) on Nov 28, 2015 9:59:11 GMT -8
Hey eph. So not all skills are available to take at character creation. Learned of and anatomy of skills, for example, blacksmith skills as well as infirmary skills and so on. There are some gifts from blessed races that may hand these out though, which is why there are a few who do start with them even though in general you cannot. Rolling for creation of an item when smithing is voluntary /unless/ you are using a skill that states it's required. As far as the learned of skill, yes it would function like that. Sort of. Let me try to explain. If you got learned of metallurgy, you could use the extra +2 or +4 in knowledge dice rolls that pertain to the metals. However the bonus would not apply when considering your knowledge rank for acquiring skills (like master Smith or secrets of metallurgy). Also blacksmithing shouldn't be an island hard to find. All skills are linked to on the main skill page. ;o isleofvalesk.weebly.com/specialized-skills.html
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Post by ephralia on Nov 28, 2015 12:57:22 GMT -8
Thanks, Cedar! That's helping a lot! I apologize about my cyberspace remark. Upon re-investigating, it's 1. the pull-down menus. The pull-down menu "character info" --> "specialized skills" in fact does not mention alchemy or enchanting, you have to find those under the "magic" tab. Also, dopes like me don't realize that you can click on the menu word even when it has submenus attached. 2. It's also the "how to roll your character" page, which mentions only 3 of the six. Cedar wrote: So not all skills are available to take at character creation. Learned of and anatomy of skills, for example, blacksmith skills as well as infirmary skills and so on.
But the specialized skills page says "You are allowed up to five Specialized Skills at character creation." from the list of 6 categories that includes all the blacksmithing ones. So that's a contradiction, right? According to that, blacksmithing stuffses are allowed at character creation, and you can be an alchemist for example if you have the trait-point prerequisites. And, the "Knowledge of _____ " skill I was referring to was the " Universal Skill." Dunno if that changes anything. Little thing, on the blacksmithing page the skills are called "perks." (some of us literal people will interpret that as another additional category of effects, distinct from traits, bonuses, skills, gifts, and limitations categories! OK, not "some of us" - I'm just talking about ME, heh. Not that I admit publicly that I promptly started scouring the web site for other "perks" ...) Thanks!
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3,197 posts
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Post by Lιттle Ƭree (Cedar Ashland) on Nov 28, 2015 23:05:33 GMT -8
You are allowed to take the skills at character creation so long as you meet the requirements for them. Some skills have RP written as a requirement which you cannot possibly have done when you are just applying. Those skills listing RP, and not merely ranks, cannot be selected at character creation. I don't know how to explain that any more simply.
There is no knowledge of skill. So I assumed you were speaking of learned of?
Yea, in a way perks are in fact different than skills. Blacksmith, infirmary - these are called perks. They are part of an as yet incomplete genre of skills, so to speak, which will all be handled differently. If you look at the infirmary skill perks, you will see that acquiring them have only activity within the guild as a requirement. Blacksmithing will eventually be adjusted to follow suit and we have other perks soon to be released that are for other trades/groups that will be similar as well, based on group/business activity on sim and unable to be acquired through character creation of even progression (meaning if you aren't an active member of the group the perk is for, I. E. Smithy or infirmary, you simply can not get the skill).
As for your other confusions, that's simply inevitable right now as there's a reorganisation of the skills that is not yet complete, and so it's all in an odd transition state somewhere between how it was directly after beta (I. E. Blacksmithing perks) and the way we want it to be (I. E. infirmary perks)
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