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OOC: [T20] High Law and Low Justice
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<blockquote data-quote="doghead" data-source="post: 2497993" data-attributes="member: 8243"><p>I can see where Whilpie/Ruzz'koff is coming from. I have, er ... had a hobgoblin bard 10 who was just itching to put together a possie.</p><p></p><p>I think a couple of extra bodies could be an good idea. We could do with some Gunners and Assisstant Engineers/Medics a cook and some grunts. As whilpie said, good for shipboard security. And if the group splits up (for example, a couple of the main characters stay in orbit with the ship) the players could ghost the extras for a while. Of course, maybe its just me that likes switching characters now and then.</p><p></p><p>I agree that skill/feat choices should reflect the IC life of the character. But as the group seems to be in line for a little training, it would seem reasonable that they would start to focus on how the group intends to manage itself in the upcoming mission.</p><p></p><p>Anyway, just my two cents worth.</p></blockquote><p></p>
[QUOTE="doghead, post: 2497993, member: 8243"] I can see where Whilpie/Ruzz'koff is coming from. I have, er ... had a hobgoblin bard 10 who was just itching to put together a possie. I think a couple of extra bodies could be an good idea. We could do with some Gunners and Assisstant Engineers/Medics a cook and some grunts. As whilpie said, good for shipboard security. And if the group splits up (for example, a couple of the main characters stay in orbit with the ship) the players could ghost the extras for a while. Of course, maybe its just me that likes switching characters now and then. I agree that skill/feat choices should reflect the IC life of the character. But as the group seems to be in line for a little training, it would seem reasonable that they would start to focus on how the group intends to manage itself in the upcoming mission. Anyway, just my two cents worth. [/QUOTE]
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