[UA] Varying skill costs . . .

Alex Lampros alexlampros at airpost.net
Mon Mar 8 16:05:47 PST 2004


> In which case, it's up to the GM to make it relevant and avoid boring
> the cat-lover.

Sure, you can let people stretch the definition of their skills a little - 
letting someone roll "Drink like a Fish" to resist other toxins, or 
letting the "Cat Lover" character get omens from the actions of cats.  But 
that only goes so far.

The bigger prolem is that you want players to take wacky skills like Cat 
Lover, because they make the character more interesting.  Part of this is 
that having some personality "enshrined" on the character sheet makes the 
player more likely to RP it, part of it is that if they have a skill that 
makes certian actions more profitable for them, they're more likely to do 
those actions.  So, I think you need to give people some sort of discount 
on the wacky skills.

No characters in my game took anything weird, and its making my life 
slightly more difficult.

Alex  



More information about the UA mailing list