[UA] Varying skill costs . . .
Susan Dohnim
bibadoo at hotmail.com
Wed Mar 10 09:50:59 PST 2004
>From: Chad Eagleton <ceagleto at yahoo.com>
> > Don't be ridiculous! GMs have enough work as it is
> > without having to make
> > "Cat Lover" or "Hold my Breath" into skills as
> > relevant as "Charm",
> > "Notice", and "Struggle".
>
>Why? You can't throw in like one situation, say every
>other game, where Stan The Breathing Man gets to hold
>his breath? Say to retrieve the weapon the psychic
>said was at the bottom of the river or to walk into
>the house where the dead body has lain festering for
>two weeks in 90 degree weather?
I think after awhile it'll seem kind of forced :). I can hear the other
characters already -- "What do you mean, all the oxygen gets sucked out of
the room AGAIN?!"
>If not, then at character creation you should have told him, look
>dude, don't spend so many points on hold breath, let's
>work something else out.
Eh, or just say that it's one of those skills that you can take at 5 or 10
points and you get full effect, or you can buy it up at 1/3 price, or give
each player 30pts to spend on fun stuff. That was the point of my initial
post -- see what ideas people might have other than discourging skill
choices/extensive tweaking of scenarios to reward highly specialized skill
choices.
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