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<blockquote data-quote="Jerrid Al-Kundo" data-source="post: 222011" data-attributes="member: 3321"><p>Well, I just re-borrowed RttToEE because of this thread. I hate to say it, but I couldn't play a PC in it without feeling extremely rail-roaded. But that's often a failing of packaged adventures (anyone remember the end of A3: Aerie of the Slave Lords? 'Nuff said...), so I don't spend my money on them (hence, borrowing them from the neighbor's kid to gleam spells and monsters from).</p><p></p><p>Now, I consider my style of play to be exceptionally RP heavy. But that doesn't eliminate the need for Charisma, Diplomacy and Bluff. If anything, these numbers are more important. They reflect how good my character is at these act and thus is a consideration in all Role-Playing situations.</p><p></p><p>Thus, the situation is "role-played out", based on the numbers, and with appropriate rolls used to determine appropriate outcomes.</p><p></p><p>Granted, there are more than a few that ignore these Skills, which is their right, more or less. It kinda makes sense that this stance exists, though... After years of handling things without such rules, the presence of these rules now is kinda like being told, "We do it this way and now you must, too." I feel they are free to role-play it through, but they should still assign Ranks to these Skills, as under the new system, whether they roll or not, these are quantifiers to how good a character is at it. If they aren't putting points there, than this frees the points for other "physical" Skills, which opens the door to overpowered characters (PCs that are great diplomats without the Ranks <em>and</em> good adventurers/combatants due to excessive points for Skills associated to that aspect of the game).</p><p></p><p>While I made minor alterations to these rules (culture-specific Diplomacy, for instance), and my group "roles" it before they roll it, we took to them rather well since we've always used Charisma vs Wisdom since 1E.</p></blockquote><p></p>
[QUOTE="Jerrid Al-Kundo, post: 222011, member: 3321"] Well, I just re-borrowed RttToEE because of this thread. I hate to say it, but I couldn't play a PC in it without feeling extremely rail-roaded. But that's often a failing of packaged adventures (anyone remember the end of A3: Aerie of the Slave Lords? 'Nuff said...), so I don't spend my money on them (hence, borrowing them from the neighbor's kid to gleam spells and monsters from). Now, I consider my style of play to be exceptionally RP heavy. But that doesn't eliminate the need for Charisma, Diplomacy and Bluff. If anything, these numbers are more important. They reflect how good my character is at these act and thus is a consideration in all Role-Playing situations. Thus, the situation is "role-played out", based on the numbers, and with appropriate rolls used to determine appropriate outcomes. Granted, there are more than a few that ignore these Skills, which is their right, more or less. It kinda makes sense that this stance exists, though... After years of handling things without such rules, the presence of these rules now is kinda like being told, "We do it this way and now you must, too." I feel they are free to role-play it through, but they should still assign Ranks to these Skills, as under the new system, whether they roll or not, these are quantifiers to how good a character is at it. If they aren't putting points there, than this frees the points for other "physical" Skills, which opens the door to overpowered characters (PCs that are great diplomats without the Ranks [i]and[/i] good adventurers/combatants due to excessive points for Skills associated to that aspect of the game). While I made minor alterations to these rules (culture-specific Diplomacy, for instance), and my group "roles" it before they roll it, we took to them rather well since we've always used Charisma vs Wisdom since 1E. [/QUOTE]
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