I have a tricky ruling to make, in anticipation of my game tonight, which will be all ruin-delving, all the time.
On P. 52 of Dead Names, there is a great set of rules for when PCs try to identify artifacts. The PC gets to make a Tech save modified by the relevant attribute and relevant Tech skill (in 1st edition SWN). Naturally, this would likely be Tech/Pretech or perhaps Tech/Maltech.
In the new edition, the Tech save can be replaced by the Mental save. The Tech/Pretech or Tech/Maltech skill modifier can be replaced by the Fix or Know skill.
My ruling problem is this:
The character has either Specialist/Fix or Specialist/Know at level 1, giving extra dice on the skill roll. If I want to use the Mental save mechanic from Dead Names, how should I incorporate the Specialist focus? The player was a bit dismayed when I didn't do so last time, rightfully pointing out that his character was designed specifically for these sorts of situations.
My initial thought was to give the character "Advantage" on the saving throw, rolling 2d20 and taking the better result, but I'm not sure.
+Kevin Crawford , I could really use your help on this one!
In that case, I'd just do as you intuit- give them an extra save and take the best.
+Kevin Crawford Thanks. I was totally blindsided by this issue last game.
The "Advantage" on the saving throw is a nice idea, but I would have probably just converted the Tech save from Dead Names to a Know or Fix skill roll. But I admit I am often confused by Saves, having been for decades on a strict skill-based RPGs diet. :-)
The reason I didn't go with a skill check to begin with is because I didn't want a high skill to have the kind of reliable results that it does in a normal skill check. If PCs are screwing around with ancient alien tech, there ought to be a significant chance of disaster no matter how good you are with engineering.
And naturally, it was not even brought up last night. Players...
But when it does come up after their expedition is complete, I'll be ready!