Jack of All Trades Question

-Daniel-

Emperor Mongoose
If I create a "Citizen - Colonist" then one of the skills they receive for their Basic Training is Jack-of-All-Trades at zero. If they complete the career generation process without gaining additional levels in Jack-of-All-Trades, is there any value in what they have, meaning the Jack-of-All-Trades skill at zero? We couldn't see any value but then I do know sometimes I miss things. So I thought I would ask the Hive Mind. :mrgreen:
 
It was mark them as having potential that was never really developed - by no, no mechanical effects on checks.
 
dmccoy1693 said:
When I run a game, if you get JoAT, you start a 1. There is no 0 in it. But that's just my table.

He meant as Basic Training - everything counts as 0 for that.
 
msprange said:
He meant as Basic Training - everything counts as 0 for that.

Sure, but that's how I run it at my table since JoAT 0 is useless. If it is part of your basic training in my game, you get it at 1. Its not by the rules, but its my own home rule.
 
dmccoy1693 said:
Sure, but that's how I run it at my table since JoAT 0 is useless. If it is part of your basic training in my game, you get it at 1. Its not by the rules, but its my own home rule.
The same here, better to bend the rules than to leave the character with a useless skill. :)
 
rust2 said:
dmccoy1693 said:
Sure, but that's how I run it at my table since JoAT 0 is useless. If it is part of your basic training in my game, you get it at 1. Its not by the rules, but its my own home rule.
The same here, better to bend the rules than to leave the character with a useless skill. :)
Except to be honest, you get useless skills all the time in Character Generation. I see several times where the same skill is given at a fixed level and you have a duplicate and thus one is a useless skill given.

In any event, I do appreciate that you guys are trying to give the PCs as much as they can get to help drive the fun. :D
 
msprange said:
It was mark them as having potential that was never really developed - by no, no mechanical effects on checks.
That is what we thought, but I am glad to have confirmation. Thank you :D
 
-Daniel- said:
Except to be honest, you get useless skills all the time in Character Generation. I see several times where the same skill is given at a fixed level and you have a duplicate and thus one is a useless skill given.
In this case I usually let the player roll another skill. :)
 
Yea if they get a duplicate skill, like when they advance or something, I let them take another skill if they can come up with a reasonable reason why they'd have X over Y.
 
rust2 said:
-Daniel- said:
Except to be honest, you get useless skills all the time in Character Generation. I see several times where the same skill is given at a fixed level and you have a duplicate and thus one is a useless skill given.
In this case I usually let the player roll another skill. :)
We have been discussing this as a house rule as well. :mrgreen:
 
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