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<blockquote data-quote="Enumclaw" data-source="post: 5559446" data-attributes="member: 6674959"><p>[MENTION=33802]Dross[/MENTION]</p><p></p><p>That's an awesome point that I tend to overlook. I have a habit of thinking "based on the background of this character, what skills should they have."</p><p></p><p>I have a problem with either making a skills need too obvious, or giving no hint at all. On one hand, it's great when a player figures out (after some moderate mystery) that a skill is needed. On the other hand though it can take forever and shows I have made things too difficult for them to figure it out.</p><p></p><p>At times, however, I think I shouldn't use that tactic too often, maybe after a battle for a period of puzzle-rest. Often you can't rely on someone figuring out YOUR WAY and it can gum up the works. Therefor I try to make a puzzle or situation that is open to any skill or method of solving it.</p><p></p><p>Somehow, I can handle puzzles that almost never require skills. I can handle combat and moving storyline. But I just suck at when and how to involve skills.</p><p></p><p>Considering the use of this Engineer (Mechanikal) skill I'm granting a character. This will be for a mechanic who will use it to repair and on occasion build machinery. I'll put in situations when it will be necessary to determine a machine's purpose, but mainly it's a down-time skill.</p><p></p><p>This tends to be a problem I face where I want them to be using these skills often, but I struggle with reasons to inspire them to.</p></blockquote><p></p>
[QUOTE="Enumclaw, post: 5559446, member: 6674959"] [MENTION=33802]Dross[/MENTION] That's an awesome point that I tend to overlook. I have a habit of thinking "based on the background of this character, what skills should they have." I have a problem with either making a skills need too obvious, or giving no hint at all. On one hand, it's great when a player figures out (after some moderate mystery) that a skill is needed. On the other hand though it can take forever and shows I have made things too difficult for them to figure it out. At times, however, I think I shouldn't use that tactic too often, maybe after a battle for a period of puzzle-rest. Often you can't rely on someone figuring out YOUR WAY and it can gum up the works. Therefor I try to make a puzzle or situation that is open to any skill or method of solving it. Somehow, I can handle puzzles that almost never require skills. I can handle combat and moving storyline. But I just suck at when and how to involve skills. Considering the use of this Engineer (Mechanikal) skill I'm granting a character. This will be for a mechanic who will use it to repair and on occasion build machinery. I'll put in situations when it will be necessary to determine a machine's purpose, but mainly it's a down-time skill. This tends to be a problem I face where I want them to be using these skills often, but I struggle with reasons to inspire them to. [/QUOTE]
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