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*Pathfinder & Starfinder
Interaction Skills house rule
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<blockquote data-quote="Crazy Jerome" data-source="post: 5587675" data-attributes="member: 54877"><p>A more radical form would be to not assign any trained skills at all, at the start. Then when the character begins to exhibit enough of the activity to get the skill, it is marked as trained. </p><p> </p><p>I've flirted with that idea in a hombrew (not D&D-like) system. You are what you do--really taken even further than Runequest, which at least gives you a starting place. </p><p> </p><p>We once played a short campaign of Fantasy Hero this way, extending the idea to weapons and skills. Basically, the characters had stats, and a rough concept of what they thought they would do, but they had no points spent on the other stuff. As soon as they wanted to try something, we spent the points and moved on. (And equipment magically appeared. <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></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5587675, member: 54877"] A more radical form would be to not assign any trained skills at all, at the start. Then when the character begins to exhibit enough of the activity to get the skill, it is marked as trained. I've flirted with that idea in a hombrew (not D&D-like) system. You are what you do--really taken even further than Runequest, which at least gives you a starting place. We once played a short campaign of Fantasy Hero this way, extending the idea to weapons and skills. Basically, the characters had stats, and a rough concept of what they thought they would do, but they had no points spent on the other stuff. As soon as they wanted to try something, we spent the points and moved on. (And equipment magically appeared. :) ) [/QUOTE]
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Interaction Skills house rule
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