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Character/personality rut
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<blockquote data-quote="Raven Crowking" data-source="post: 2523451" data-attributes="member: 18280"><p>Pick up Dynasties & Demagogues, and convince your DM to allow you to take a personality feat from that book. The personality feats allow you to gain an action point for meeting certain personality goals....and these goals are <em>not</em> "kill the monsters & take their stuff."</p><p></p><p>IMC, I am planning on giving these away as free feats. Everyone gets one, and good luck with it. </p><p></p><p>****</p><p></p><p>For NPCs (and even PCs), I often use a "defining trait" or "defining interest" -- what the old FASA games called a "recognition handle". People do not always choose spells, for example, on the basis of combat effectiveness. A wizard who is a birder might have spells designed to allow him to see birds up close (perhaps even become a bird) or emulate bird traits. Likewise, a barbarian with a lion totem might consider the adventuring party to be her "pride". She might have quite a few stealth skills, and treat combat as a "stalk and strike" activity by preference.</p><p></p><p></p><p>Don't be afraid to reduce the overall effectiveness of a character by building along personality lines. Spells, feats, and skills can be chosen to create a certain effect. Once the character is built in a certain way, role playing becomes easier because you've made yourself more effective along a particular path.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 2523451, member: 18280"] Pick up Dynasties & Demagogues, and convince your DM to allow you to take a personality feat from that book. The personality feats allow you to gain an action point for meeting certain personality goals....and these goals are [I]not[/I] "kill the monsters & take their stuff." IMC, I am planning on giving these away as free feats. Everyone gets one, and good luck with it. **** For NPCs (and even PCs), I often use a "defining trait" or "defining interest" -- what the old FASA games called a "recognition handle". People do not always choose spells, for example, on the basis of combat effectiveness. A wizard who is a birder might have spells designed to allow him to see birds up close (perhaps even become a bird) or emulate bird traits. Likewise, a barbarian with a lion totem might consider the adventuring party to be her "pride". She might have quite a few stealth skills, and treat combat as a "stalk and strike" activity by preference. Don't be afraid to reduce the overall effectiveness of a character by building along personality lines. Spells, feats, and skills can be chosen to create a certain effect. Once the character is built in a certain way, role playing becomes easier because you've made yourself more effective along a particular path. RC [/QUOTE]
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