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<blockquote data-quote="Ketjak" data-source="post: 1003187" data-attributes="member: 1083"><p>Smarmy answer: I put a lot of effort into motivating my NPCs! This one is motivated to kill for vengeance, another for greed, and still another because he wants to stand on a mountain of the dead! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>More serious: Motivations and spectacular scenery is a matter of description. Whether or not you can make your players laugh, cheer, groan, or weep is a testament to your oratory skill and the type of campaign you're running. Doing so using the same rules your players use (acknowledging the need for Rule Zero's occasional use as a club) is a mark of skill.</p><p></p><p>Some skills like Tumble, Jump, and Climb are <em>very</em> important in the right circumstances. Skill definition also reflects your character's depth, too - a fighter renowned for playing the lute better have Perform (stringed instruments 3.5, alas) or you're doing something strange. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Of course, how those affect his other skills (like the Jump he'll need to take an assassin unaware) is more important when he's in combat, but throwing skills at him willy-nilly or ignoring level caps on skills is not the way to deal with those trade-offs.</p><p></p><p>That's cheating. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I can't say I haven't done it, but I try not to. The players can't bend the rules to their advantage; why should GMs?</p><p></p><p>And that's not on-topic, unless you count the reference to the stupid Perform skill changes. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /></p><p></p><p>- Ket</p></blockquote><p></p>
[QUOTE="Ketjak, post: 1003187, member: 1083"] Smarmy answer: I put a lot of effort into motivating my NPCs! This one is motivated to kill for vengeance, another for greed, and still another because he wants to stand on a mountain of the dead! :) More serious: Motivations and spectacular scenery is a matter of description. Whether or not you can make your players laugh, cheer, groan, or weep is a testament to your oratory skill and the type of campaign you're running. Doing so using the same rules your players use (acknowledging the need for Rule Zero's occasional use as a club) is a mark of skill. Some skills like Tumble, Jump, and Climb are [i]very[/i] important in the right circumstances. Skill definition also reflects your character's depth, too - a fighter renowned for playing the lute better have Perform (stringed instruments 3.5, alas) or you're doing something strange. :) Of course, how those affect his other skills (like the Jump he'll need to take an assassin unaware) is more important when he's in combat, but throwing skills at him willy-nilly or ignoring level caps on skills is not the way to deal with those trade-offs. That's cheating. :) I can't say I haven't done it, but I try not to. The players can't bend the rules to their advantage; why should GMs? And that's not on-topic, unless you count the reference to the stupid Perform skill changes. :rolleyes: - Ket [/QUOTE]
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