RhoTheWanderer
2014-10-14, 01:39 AM
Pretty much what it says in the title.
A little bit of background: I'm running an "Evil" campaign of sorts using d20 Star Wars. We have a few force users leaning strongly toward the dark-side, a bounty hunter, and a noble that I allowed a player to run in addition to his main character (to facilitate some background issues and a bit of social stuff).
The synopsis is that they're somewhere between 7000 and 4000BBY and their accomplishments (along with some other things I may concoct) won't be found in the historical record as it was just mysteriously absent from any of the jedi/republic/sith/ect archives (possibly due to deliberate deletion or an accident or what-have-you). They're basically gonna take over the universe, probably making Death Stars way ahead of their time in the process, and create a great sith empire.
One player has recently voiced the desire to create a massive slave-trade business. Now, once they have (at least temporarily) overthrown the Old Republic and declared themselves supreme rulers or something, they could easily legalize slavery. But until then, I'm thinking of having it be that any skill checks related to conducting slave trade in the galaxy would be as follows:
Core=Virtually impossible. Must be at least level 20 and be focused on any related skills and roll a few natural 20s (or other high numbers if you work out a clever plan that takes years in the game world to set all the pawns and details into place) to stand a chance of pulling off a deal and getting away with it.
Inner Rim=Easier than Core worlds. By levels 16-20, with good rolls and devoting a few resources you could pull off a deal.
Outer Rim and Beyond=Fairly Easy. The DCs would be easy, but actual profit would be minimal due to how easy it is to come by slaves out there.
Mid-Rim=Difficult, but possible (and profitable) for low- to mid-level characters with decent rolls and a little bit of charisma or the right skills/feats/classes.
But then I got to thinking, "Considering the ridiculous skill check-boosting shenanigans that can be accomplished in 3.0/3.5, what actually constitutes an 'Impossible' skill check?"
Doesn't matter if you're coming from D&D(3.0/3.5), Pathfinder, d20 Modern, d20 Star Wars, or something else based on the d20 system. But what's the highest skill modifier/check you have ever seen in-game? What's the most optimized skill modifier for which you have ever built (preferably at level 20 for comparison purposes, but feel free to show level by level or just a specific level(s) if you like)? What are the ways that you have used to boost your skill checks? Have fun people!
A little bit of background: I'm running an "Evil" campaign of sorts using d20 Star Wars. We have a few force users leaning strongly toward the dark-side, a bounty hunter, and a noble that I allowed a player to run in addition to his main character (to facilitate some background issues and a bit of social stuff).
The synopsis is that they're somewhere between 7000 and 4000BBY and their accomplishments (along with some other things I may concoct) won't be found in the historical record as it was just mysteriously absent from any of the jedi/republic/sith/ect archives (possibly due to deliberate deletion or an accident or what-have-you). They're basically gonna take over the universe, probably making Death Stars way ahead of their time in the process, and create a great sith empire.
One player has recently voiced the desire to create a massive slave-trade business. Now, once they have (at least temporarily) overthrown the Old Republic and declared themselves supreme rulers or something, they could easily legalize slavery. But until then, I'm thinking of having it be that any skill checks related to conducting slave trade in the galaxy would be as follows:
Core=Virtually impossible. Must be at least level 20 and be focused on any related skills and roll a few natural 20s (or other high numbers if you work out a clever plan that takes years in the game world to set all the pawns and details into place) to stand a chance of pulling off a deal and getting away with it.
Inner Rim=Easier than Core worlds. By levels 16-20, with good rolls and devoting a few resources you could pull off a deal.
Outer Rim and Beyond=Fairly Easy. The DCs would be easy, but actual profit would be minimal due to how easy it is to come by slaves out there.
Mid-Rim=Difficult, but possible (and profitable) for low- to mid-level characters with decent rolls and a little bit of charisma or the right skills/feats/classes.
But then I got to thinking, "Considering the ridiculous skill check-boosting shenanigans that can be accomplished in 3.0/3.5, what actually constitutes an 'Impossible' skill check?"
Doesn't matter if you're coming from D&D(3.0/3.5), Pathfinder, d20 Modern, d20 Star Wars, or something else based on the d20 system. But what's the highest skill modifier/check you have ever seen in-game? What's the most optimized skill modifier for which you have ever built (preferably at level 20 for comparison purposes, but feel free to show level by level or just a specific level(s) if you like)? What are the ways that you have used to boost your skill checks? Have fun people!