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number of character skills

Welsh, which rules system are you using?

CT, but with my own tweaks for experience and instruction: I assume that a skilled person (e.g., gun combat-1) could give several hours of instruction to give an unskilled person a level 0 skill. Level 0 is just basic familiarization so I take it this is easily obtained, but just how many hours it would take depends on the skill.
 
so jot, not as "can do anything", but as "can do crazy stuff"?
Personally, I prefer to use JOT to do things that would not be covered by any other skill-1, but might bridge multiple skill-0 ... The character just happens to remember, "one time, the ATV broke down and we had no spare parts, so we rigged up something with the hose from the portable shelter. The spare hose from this old vacc suit looks similar, perhaps we could use that to repair the tank engine until we get to a real mechanic for a more permanent repair."

[mechanic-0, vaccsuit-0, tracked vehicle-0]
 
Put it another way, I could live with your role play it first and foremost ethos BUT if the player cannot truly stay within the capabilities and limits of the character, die rolls ensue....

I think we are eye to eye on this.

But it's important to keep in mind that every table is going to draw its own line for what is reasonable and what is not.

We're already seeing examples of variation on this point in this thread.

I also think without being in the middle of a specific example, built up over weeks of play, it's hard to get an accurate reading on exactly how these things are plying out.

I think aramis' examples are looser than my own style. I say this to illustrate variation of play styles and fun. I can only be amused someone would show up with a mix of indignation and criticism that people were having their fun wrong.
 
I think we are eye to eye on this.

But it's important to keep in mind that every table is going to draw its own line for what is reasonable and what is not.

We're already seeing examples of variation on this point in this thread.

I also think without being in the middle of a specific example, built up over weeks of play, it's hard to get an accurate reading on exactly how these things are plying out.

I think aramis' examples are looser than my own style. I say this to illustrate variation of play styles and fun. I can only be amused someone would show up with a mix of indignation and criticism that people were having their fun wrong.

My objection is not whether people are 'having their fun wrong' as I believe you are obliquely implying, but that you are characterizing what the CT game rules are authoritatively, when they are not, and that it's just as wrong to say 'everyone gets all listed 0 skills as default' as insisting there is no such thing possible or 'right'.
 
First of all, I wasn't referring to you.

Second of all, I believe that three to eight times on this thread so far I have made it clear I misrepresented the Default Skill rules in my first post.

In fact, I thanked you for bringing the clarification to my attention in one post. I'm really not what I should do or say about that particular matter anymore.

I believe I have said in these posts that the mechanic of a Throw are as follows:
  1. The Player says he wants to do something. Often, it simply happens. If the Referee decides the outcome is uncertain, or he cannot determine what the result should be, he calls for a Throw of the dice. The Referee can also decide certain actions are impossible, and not even a Throw can make it happen. As I stated in my first post some Throws will be impossible because a PC lacks a needed skill. In the same way, if a Player declares "I jump to the moon!" it is in the Referee's realm to prohibit a roll for it. It's the Referee's job to set the bar of "reality he wants for his game.
  2. The Referee determines a Throw based on the circumstances of the fictional situation at hand. It is, for example, easier to perform CPR than surgery.
  3. Various positive and negative DMs are applied, sometimes for having skill, sometimes for not having a skill, some based on circumstances, tools, particularly high or low characteristics, and whatever else the Referee and Players decide is appropriate, with the Referee as final arbiter.
  4. 2D6 are rolled. If the roll (with DMs applied) is equal to or greater than the value of the Throw, then success occurs. If not, then not.

I understand not everyone plays this way. But I hardly consider it a crazy-pants "Who the Hell are You to Suggest Such a Thing!" summation of the rules in Books 1-3.
 
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I believe I have said in these posts that the mechanic of a Throw are as follows:
  1. The Player says he wants to do something. Often, it simply happens. If the Referee decides the outcome is uncertain, or he cannot determine what the result should be, he calls for a Throw of the dice. The Referee can also decide certain actions are impossible, and not even a Throw can make it happen. As I stated in my first post some Throws will be impossible because a PC lacks a needed skill. In the same way, if a Player declares "I jump to the moon!" it is in the Referee's realm to prohibit a roll for it. It's the Referee's job to set the bar of "reality he wants for his game.
  2. The Referee determines a Throw based on the circumstances of the fictional situation at hand. It is, for example, easier to perform CPR than surgery.
  3. Various positive and negative DMs are applied, sometimes for having skill, sometimes for not having a skill, some based on circumstances, tools, particularly high or low characteristics, and whatever else the Referee and Players decide is appropriate, with the Referee as final arbiter.
  4. 2D6 are rolled. If the roll (with DMs applied) is equal to or greater than the value of the Throw, then success occurs. If not, then not.

I understand not everyone plays this way. But I hardly consider it a crazy-pants "Who the Hell are You to Suggest Such a Thing!" summation of the rules in Books 1-3.

Works for me.
 
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