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<blockquote data-quote="Ouronos" data-source="post: 4501097" data-attributes="member: 76909"><p><span style="color: plum">Greetings...</span></p><p> </p><p></p><p> </p><p><span style="color: plum">I guess that for simplicities sake, this would work find. It is pretty much what I do with the complex version of skill sets that I use. Since I have detailed the Craft skill, I actually give certain races specific Crafts (or choice of Crafts) as a starting trained skill. Of course, it is still up to the player to put points into the skill for it to be effective.</span></p><p> </p><p><span style="color: #dda0dd">When I decide to actually detail the other skills (Performance, Knowledge, Profession), it is quite possible that characters of certain races (or even classes) may start out with one or more of these skills as "trained".</span></p><p> </p><p><span style="color: #dda0dd">The thing I like best about my system is that it makes every character more unique, as skill point allocation rarely exactly matches another character. Add to the mix new skills (such as Craft), and character development between two otherwise unique characters diverges even further.</span></p><p> </p><p><span style="color: #dda0dd">"Non-Adventuring Skills" helps characters when developing backgrounds, which helps with the overall story. (I give players bonuses for generating backgrounds - these bonuses can come in the form of experience, skill points, skill ranks, items, or any combination of the above).</span></p><p> </p><p><span style="color: #dda0dd">Thanks for listening.</span></p><p> </p><p><span style="color: #dda0dd">Until that time...</span></p></blockquote><p></p>
[QUOTE="Ouronos, post: 4501097, member: 76909"] [COLOR=plum]Greetings...[/COLOR] [COLOR=plum]I guess that for simplicities sake, this would work find. It is pretty much what I do with the complex version of skill sets that I use. Since I have detailed the Craft skill, I actually give certain races specific Crafts (or choice of Crafts) as a starting trained skill. Of course, it is still up to the player to put points into the skill for it to be effective.[/COLOR] [COLOR=#dda0dd]When I decide to actually detail the other skills (Performance, Knowledge, Profession), it is quite possible that characters of certain races (or even classes) may start out with one or more of these skills as "trained".[/COLOR] [COLOR=#dda0dd]The thing I like best about my system is that it makes every character more unique, as skill point allocation rarely exactly matches another character. Add to the mix new skills (such as Craft), and character development between two otherwise unique characters diverges even further.[/COLOR] [COLOR=#dda0dd]"Non-Adventuring Skills" helps characters when developing backgrounds, which helps with the overall story. (I give players bonuses for generating backgrounds - these bonuses can come in the form of experience, skill points, skill ranks, items, or any combination of the above).[/COLOR] [COLOR=#dda0dd]Thanks for listening.[/COLOR] [COLOR=#dda0dd]Until that time...[/COLOR] [/QUOTE]
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