[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
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