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<blockquote data-quote="JimAde" data-source="post: 2662410" data-attributes="member: 16739"><p>I think this is a great idea. It's reminding me of something else, but I can't call it to mind. Maybe a GURPS mechanic of some kind? Whatever, consider it yoinked. Thanks.</p><p></p><p>And just to clarify, the ranks you buy to broaden the skill don't count against your max, right? So if I wanted to make a "connected" character who was 6th level, I could spend 9 points to have 9 ranks, plus another 3 or 4 to broaden it to other areas, right? Cool. I would gladly do this for a "fixer" type rogue character.</p><p></p><p>And to answer some other questions raised: I use Knowledge(local) in my game all the time. If someone has spent time in a place and not spent the ranks, they get to roll normally (no free ranks) but if they haven't spent time there they don't get to roll at all. Spending ranks reflects an active effort to get to know the area.</p></blockquote><p></p>
[QUOTE="JimAde, post: 2662410, member: 16739"] I think this is a great idea. It's reminding me of something else, but I can't call it to mind. Maybe a GURPS mechanic of some kind? Whatever, consider it yoinked. Thanks. And just to clarify, the ranks you buy to broaden the skill don't count against your max, right? So if I wanted to make a "connected" character who was 6th level, I could spend 9 points to have 9 ranks, plus another 3 or 4 to broaden it to other areas, right? Cool. I would gladly do this for a "fixer" type rogue character. And to answer some other questions raised: I use Knowledge(local) in my game all the time. If someone has spent time in a place and not spent the ranks, they get to roll normally (no free ranks) but if they haven't spent time there they don't get to roll at all. Spending ranks reflects an active effort to get to know the area. [/QUOTE]
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