shurai said:
Remember, that skill point choices are in the context of class. If you want your fighter to learn how to be play the mandolin, all you have to do is take a bard level or three.
But isn't this overkill? I mean, all I wanted to do was learn how to play the mandolin, but in addition to learning the mandolin, I got:
Bardic Music
Bardic Lore
Spells
A bunch of other skills that have nothing to do with the mandolin
So my question is: Why do I have to take levels in Bard? If I don't take levels in Bard, why must I lower my character's power level (which is hard-coded by merit of CR) in order to add depth to my character (Perform: Mandoline).
Once, in a discussion in the WotC Chatroom, my wife got ripped on for having 9 Ranks in Sitar. Why?
"You only need 1 Rank for Character Development..."
Suppose she wanted to be
good at it?
[minor tangent]
Nothing personal, but I've seen this before. Someone wanted to tweak the Ranger to be more fitting for a "Native American" styled game. Several people insisted that he should not tweak the Ranger but instead multi as a Ranger/Rogue. None of them, however, could explain how it is that the character also got the Traps benefit (most traps used by primitive cultures don't have a DC over 20) or evasion (American Indian mythology is rather light on area-effect magic), as well as several skills more associated with urban and/or dungeon environs (both lacking in Native American culture).
Yet, they insisted that this was "the" choice to make since it was already within the rules.
[/minor tangent]
On the main topic:
I generally encourage role-playing by running a story-intensive game. In this, the lives of the PCs (home, family, friends, business, associates, church and state, etc.) are integral and vital to the setting and plot. As the DM, I find it important to obtain Players that fit this style (and poor me just moved; Finding a suitable group may be problematic... Anyone near Norfolk/Newport News Va interested in an In-Depth Game that can commit to every-other weekend?).
In social situations, RP is handled before rolling for outcome. By adding political intrigue (through Church, State and Guild) and maintaining friendships with several NPCs, role-play becomes far more important. Saying, "I talk to him diplomatically" usually results in my saying, "go ahead." I don't expect it to be entirely "in character"; I understand that a Player most likely cannot perfectly mimic their characters Int/Wis/Cha scores. But anyone thinking that they're just going to handle RP as any other declared action ("I jump the chasm... Now I bluff the guard...") is at the wrong table. Go ahead and talk/speak like you normally do; I don't need you to give me voices, accents or longwinded speeches. Your numbers are more indicative of the "specifics" of the matter. I just want you to use RP to indicate the "direction" of those specifics.
The adventures I run are most often related to long-distance travel. I rarely run a "dungeon crawl"; If it's to be an intensive dungeon, then it's usually a dusty crypt or ruined metropolis populated more by puzzles, traps and environmental dangers than monstrous encounters (I've actually doubled combat Experience Awards to prevent level gain from occuring less than once a year). And finding these places often involves a lot of role-play to begin with (researching in libraries, conversing with scholars and historians, making deals with those living near the target location, etc.).
When going through your actions, don't list every rule involved. Don't say, "I use Search in the corrador." Describe you methodology and how you do so. I'm leniant. You didn't say you were searching under the carpet? Big deal; Your 10 Ranks in Search tells me you did. Just describe it to a degree, and I'll tell you when to make the roll.
[So, yes, I'm more into the heavier aspect of Role-Play; But don't think that means you're going to sit at my table with you low-Charisma/0-Diplomacy PC and talk your way through every situation. Eventually, the RP
does end and the roll
does occur, and your numbers
are your numbers.]
At any rate, I think there are several key points: (1) Players that are on a similar level of RP-focus, (2) DMs that can develop situations that more often focus on RP than combat, (3) a setting and environment that is interesting and detailed *just* enough to be describable without being a National Geographic Special, and (4) use the rules to support the RP instead of using RP to fill the gap between rolls.
Anyhow, that's my story and I'm sticking to it.
