[UA] Varying skill costs . . .
Chad Eagleton
ceagleto at yahoo.com
Wed Mar 10 08:36:27 PST 2004
> 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.
>
I think you can handle that without changing point
costs. First tell them you want them to create
characters and not stats. If one of them does take
something weird and interesting, give him tons of
important stuff to do while the other four players
with their struggle and firearms muscles have to
follow him. Or hell when they're standing over the
dead body of their contact and they look around at all
the shelves full of books written in swahili, tell
them, "You know poor Ed always was a sucker for a good
swahili romance, it's a shame none of your shared his
secret passion for the art. You're sure there's a clue
hidden in that book you've just found clutched in his
dead hands. Too bad the translator at the university
is on vacation this week." Or hell, like Greg said, at
character creation tell them that x number of points
have to be spent on stuff like that.
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