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My PCs lack charisma...
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<blockquote data-quote="nopantsyet" data-source="post: 78741" data-attributes="member: 3109"><p>as a dm, i think it's very important to shepherd your players through character-creation until they understand your expectations. i encourage personal-building before character-building. my players come up with a concept for an individual, where he's been and where he's going, and present that to me. usually we'll discuss it to work out any problem areas (usually noted by the player, not by me) then create the character. some stats get dumped, but the players buy skills and take feats that round out the character.</p><p></p><p>two sessions ago, after three sessions where the characters were not learning the information they needed and thus progressing more slowly through the adventure the mnk/clr "Myke" took matters into his own hands. another character left a tavern and Myke noticed somebody (spot ranks) following him out. he tailed the tail (hide & move silently ranks), eavesdropped on a conversation between the other char and the tail (listen ranks) then continued to follow the tail in another direction. he then listened at the door the tail eventually entered and learned lots of vital information that allowed the party to make major progress (including averting the kidnapping of a character, although they don't know that). and the player got some XP the others didn't.</p><p></p><p>my players also know that they have to use all of their resources to succed in encounters and adventures. characters have died for careless assumptions ("we don't need to check out the barn. let's just attack the wizard in his cottage."), but they have also won big for pushing their characters in nonstandard ways. that's just my style as a DM. whatever your style, i think it is very helpful to let your players know and to work with them in-game and out to achieve a good balance. (although balance isn't always determined by numbers in my opinion.)</p></blockquote><p></p>
[QUOTE="nopantsyet, post: 78741, member: 3109"] as a dm, i think it's very important to shepherd your players through character-creation until they understand your expectations. i encourage personal-building before character-building. my players come up with a concept for an individual, where he's been and where he's going, and present that to me. usually we'll discuss it to work out any problem areas (usually noted by the player, not by me) then create the character. some stats get dumped, but the players buy skills and take feats that round out the character. two sessions ago, after three sessions where the characters were not learning the information they needed and thus progressing more slowly through the adventure the mnk/clr "Myke" took matters into his own hands. another character left a tavern and Myke noticed somebody (spot ranks) following him out. he tailed the tail (hide & move silently ranks), eavesdropped on a conversation between the other char and the tail (listen ranks) then continued to follow the tail in another direction. he then listened at the door the tail eventually entered and learned lots of vital information that allowed the party to make major progress (including averting the kidnapping of a character, although they don't know that). and the player got some XP the others didn't. my players also know that they have to use all of their resources to succed in encounters and adventures. characters have died for careless assumptions ("we don't need to check out the barn. let's just attack the wizard in his cottage."), but they have also won big for pushing their characters in nonstandard ways. that's just my style as a DM. whatever your style, i think it is very helpful to let your players know and to work with them in-game and out to achieve a good balance. (although balance isn't always determined by numbers in my opinion.) [/QUOTE]
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