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New Legends & Lore: Player vs. Character
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<blockquote data-quote="Quickleaf" data-source="post: 5670331" data-attributes="member: 20323"><p>What about player choices determining "depth" of experience? Sort of taking a differen tack off of [MENTION=54877]Crazy Jerome[/MENTION] 's idea. I guess what this means would be particular to each skill (and maybe each situation), though not in a "mother may I sense." Take the Endurance skill - when players take this skill it's because thy want to portray a PC who pushes through pain with sheer grit, right? So Endurance training should determine how much a character can do when drowning, swarmed by centipedes, or trapped in a room of poison gas...</p><p></p><p> If the party gets into a situation where two are unconscious and we're fighting for our lives in a room filled with poison gas... I damn well expect to be the one carrying my friends outta there and carvin a way through the beasties even when the rest of the party is puking their guts out.</p><p></p><p>In this scenario the skill breakdown might look like...</p><p></p><p><strong>Endurance (untrained and untalented):</strong> 1 standard action per turn & grant combat advantage and 10 ongoing poison damage (save -2 ends; aftereffect: poisoned again, save ends). On a failed save knocked prone and weakened.</p><p></p><p><strong>Endurance (untrained but talented): </strong>1 standard action per turn & grant combat advantage and 8 ongoing damage (save ends; aftereffect: poisoned again, save ends). On a failed save knocked prone and weakened.</p><p></p><p><strong>Endurance (trained but untalented</strong>): 1 standard and 1 minor action per turn & 8 ongoing damage (save ends; aftereffect: 8 poison damage). On a failed save knocked prone.</p><p></p><p><strong>Endurance (trained and talented):</strong> normal actions & 8 ongoing poison damage (save ends; aftereffect: 8 poison). On a failed save grant combat advantage.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5670331, member: 20323"] What about player choices determining "depth" of experience? Sort of taking a differen tack off of [MENTION=54877]Crazy Jerome[/MENTION] 's idea. I guess what this means would be particular to each skill (and maybe each situation), though not in a "mother may I sense." Take the Endurance skill - when players take this skill it's because thy want to portray a PC who pushes through pain with sheer grit, right? So Endurance training should determine how much a character can do when drowning, swarmed by centipedes, or trapped in a room of poison gas... If the party gets into a situation where two are unconscious and we're fighting for our lives in a room filled with poison gas... I damn well expect to be the one carrying my friends outta there and carvin a way through the beasties even when the rest of the party is puking their guts out. In this scenario the skill breakdown might look like... [B]Endurance (untrained and untalented):[/B] 1 standard action per turn & grant combat advantage and 10 ongoing poison damage (save -2 ends; aftereffect: poisoned again, save ends). On a failed save knocked prone and weakened. [B]Endurance (untrained but talented): [/B]1 standard action per turn & grant combat advantage and 8 ongoing damage (save ends; aftereffect: poisoned again, save ends). On a failed save knocked prone and weakened. [B]Endurance (trained but untalented[/B]): 1 standard and 1 minor action per turn & 8 ongoing damage (save ends; aftereffect: 8 poison damage). On a failed save knocked prone. [B]Endurance (trained and talented):[/B] normal actions & 8 ongoing poison damage (save ends; aftereffect: 8 poison). On a failed save grant combat advantage. [/QUOTE]
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