Bendris Noulg
First Post
"Minor Deviation", with the understanding that we've changed Core Rules and replaced with our own; but we do follow those rules most of the time.
By comparison, I'd probably express my games as being 75% role-play, 20% problem solving, and 5% extreme bloody gore.
If you check out the section Merrik's talking about (Page 8 & 9, I believe), it indicates that, in what it calls Deep Immersion, Skills will mostly be the focus of play, to which I can attest that this is basically true. Several of our group-rules are geared towards providing more Skills for the characters: extra training for extra points, purchasing extra poins with XP, retro-active gains from increased Intelligence, +1 per Class Level in Favored Class, CC cost 1 per Rank but maxed per your last Class Level gained, etc. This was primarily to provide more boost to the PCs for social interaction, professions, side-hobbies, etc., without sacrificing competance as "adventurers".
By comparison, I'd probably express my games as being 75% role-play, 20% problem solving, and 5% extreme bloody gore.
If you check out the section Merrik's talking about (Page 8 & 9, I believe), it indicates that, in what it calls Deep Immersion, Skills will mostly be the focus of play, to which I can attest that this is basically true. Several of our group-rules are geared towards providing more Skills for the characters: extra training for extra points, purchasing extra poins with XP, retro-active gains from increased Intelligence, +1 per Class Level in Favored Class, CC cost 1 per Rank but maxed per your last Class Level gained, etc. This was primarily to provide more boost to the PCs for social interaction, professions, side-hobbies, etc., without sacrificing competance as "adventurers".