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"Hey, I am smarter than Einstein and I never even did the homework"
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<blockquote data-quote="Iago Planetarius" data-source="post: 4164949" data-attributes="member: 28973"><p>I love this idea, personally. I think skills (and many feats) should be earned, and can open up lots of opportunities for RP, especially in E6/8/10. But it heavily depends on the gaming group. Such a level of detail can shift the focus of a campaign away from "kill the BBEG and save the world" to constant character development. And some groups might consider it too "book-keepy". </p><p></p><p>I once started work on a (unfinished) use-based skill system similar to CoC, but haven't used it in actual play. Essentially, successful use of a particular skill (either in terms of number or "spectacularity" of success) earns the character the right to <strong><em>try</em></strong> to advance his rank in that skill by rolling greater than some scaled percentage. The higher the rank, the lower the likelihood of advancing. In this way, skills are kind of forced into the game: if a skill is never used, it never advances. (Sorry, i don't have more details on me; if I can scrounge them up, i'll post).</p><p></p><p>I also sometimes require appropriate mentors for characters. Then skill and feat advancement is automatic whenever the character can spend some time with the mentor, provided the mentor has the skill or feat. This allows for character-driven side-quests and RP opportunities when the character out-levels his mentor and has to seek out a new one. </p><p></p><p>This is ok for low level characters (eg, in E* games), but breaks down later when characters are themselves mentor level. In that case, maybe assume the characters have underlings helping them learn (like a prof with a cadre of grad students). Then RP happens every few levels when he has to find the Lost Tome or commune with the Sage Soul or defeat the Special Enemy or whatever (ie, "research") in order to gain a little more enlightenment.</p></blockquote><p></p>
[QUOTE="Iago Planetarius, post: 4164949, member: 28973"] I love this idea, personally. I think skills (and many feats) should be earned, and can open up lots of opportunities for RP, especially in E6/8/10. But it heavily depends on the gaming group. Such a level of detail can shift the focus of a campaign away from "kill the BBEG and save the world" to constant character development. And some groups might consider it too "book-keepy". I once started work on a (unfinished) use-based skill system similar to CoC, but haven't used it in actual play. Essentially, successful use of a particular skill (either in terms of number or "spectacularity" of success) earns the character the right to [B][I]try[/I][/B] to advance his rank in that skill by rolling greater than some scaled percentage. The higher the rank, the lower the likelihood of advancing. In this way, skills are kind of forced into the game: if a skill is never used, it never advances. (Sorry, i don't have more details on me; if I can scrounge them up, i'll post). I also sometimes require appropriate mentors for characters. Then skill and feat advancement is automatic whenever the character can spend some time with the mentor, provided the mentor has the skill or feat. This allows for character-driven side-quests and RP opportunities when the character out-levels his mentor and has to seek out a new one. This is ok for low level characters (eg, in E* games), but breaks down later when characters are themselves mentor level. In that case, maybe assume the characters have underlings helping them learn (like a prof with a cadre of grad students). Then RP happens every few levels when he has to find the Lost Tome or commune with the Sage Soul or defeat the Special Enemy or whatever (ie, "research") in order to gain a little more enlightenment. [/QUOTE]
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