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Siloing: Good or Bad?
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<blockquote data-quote="Ahnehnois" data-source="post: 5033796" data-attributes="member: 17106"><p>Rules don't prevent you from doing nothing, of course.</p><p></p><p>However, I frequently want to make an NPC who has never been in a fight, yet is competent at something else, and I want my rules to support that. If anything, I would like a more unified point-based system where base attack is treated as a skill (of course, many rpgs are this way). That way, my 10th-level wizard who lives at a library can be appropriately focused in his useful statistics as well as in how I play him. Similarly, I want my 9th-level rogue ship captain to be great at running a ship, but inferior at melee combat as compared to a 9th-level dungeon-crawling rogue. I want my stock NPC fighters to be berserkers who aren't good at anything else. And so on. Flaws and deficiencies define people (and fictional characters) just as much as aptitudes and skills.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 5033796, member: 17106"] Rules don't prevent you from doing nothing, of course. However, I frequently want to make an NPC who has never been in a fight, yet is competent at something else, and I want my rules to support that. If anything, I would like a more unified point-based system where base attack is treated as a skill (of course, many rpgs are this way). That way, my 10th-level wizard who lives at a library can be appropriately focused in his useful statistics as well as in how I play him. Similarly, I want my 9th-level rogue ship captain to be great at running a ship, but inferior at melee combat as compared to a 9th-level dungeon-crawling rogue. I want my stock NPC fighters to be berserkers who aren't good at anything else. And so on. Flaws and deficiencies define people (and fictional characters) just as much as aptitudes and skills. [/QUOTE]
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Siloing: Good or Bad?
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