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<blockquote data-quote="Voadam" data-source="post: 2684660" data-attributes="member: 2209"><p>You discount character concepts too much then. </p><p></p><p>The dwarven cleric in my group is from a major smith family and he has domains and skills to represent that, but he does not use it to smith stuff to sell in game so he can get better combat stuff. It is a character hook for roleplaying and characterization. It comes up all the time in that context as he examines strange metal weapons or gets involved in guild politics or smoozes with another smith.</p><p></p><p>The arcane trickster was a street hustler wizard who got caught by the inquisition. He has maxed bluff and has never used it for feinting or distractions, it was to represent his hustler background. In game this is roleplayed as a character aspect and he plays it that way with his interactions with his fellow PCs and the NPCs.</p><p></p><p>There is a mechanical incentive for a rogue to take bluff for hiding and feinting, but no skill is really that big a deal.</p><p></p><p>My players generally take skills to meet the concept they have for the character, but skills don't come into play that much for the most part as mechanical checks.</p><p></p><p>They do lots of noncombat stuff, politics, investigations, research, etc. but most things can be handled by interactions and player choices.</p></blockquote><p></p>
[QUOTE="Voadam, post: 2684660, member: 2209"] You discount character concepts too much then. The dwarven cleric in my group is from a major smith family and he has domains and skills to represent that, but he does not use it to smith stuff to sell in game so he can get better combat stuff. It is a character hook for roleplaying and characterization. It comes up all the time in that context as he examines strange metal weapons or gets involved in guild politics or smoozes with another smith. The arcane trickster was a street hustler wizard who got caught by the inquisition. He has maxed bluff and has never used it for feinting or distractions, it was to represent his hustler background. In game this is roleplayed as a character aspect and he plays it that way with his interactions with his fellow PCs and the NPCs. There is a mechanical incentive for a rogue to take bluff for hiding and feinting, but no skill is really that big a deal. My players generally take skills to meet the concept they have for the character, but skills don't come into play that much for the most part as mechanical checks. They do lots of noncombat stuff, politics, investigations, research, etc. but most things can be handled by interactions and player choices. [/QUOTE]
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