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<blockquote data-quote="Tuft" data-source="post: 6242122" data-attributes="member: 60045"><p>"Action" (<a href="http://hastur.net/wiki/Action" target="_blank">http://hastur.net/wiki/Action</a>), [MENTION=2303]Starfox[/MENTION]' homebrew which I love playing in, has a different angle.</p><p></p><p><em>All</em> skills, including the two fighting skills "Melee" and "Shoot", have both an information-gathering and a social aspect.</p><p></p><p>An example from actual play in a science fiction/fantasy/gumshoe setting: The party was spread all over the city, because we needed to gather information about a house that was owned by the local planetary military. The party cleric went to the military's open shooting range, and used the social aspects of his Shoot skill ("Hey, this guy's knows what he is talking about!") to gain their confidence as a weapon nerd to other weapon nerds, and then locating an officer who knew about the building in question.</p><p></p><p>Note that this is an explicit <em>social</em> interaction and solely targetable at those who share the same skill (and thus the same interests) - it is no "benchpressing to gain the confidence of the king".</p><p></p><p>Since these social aspects of skills are tied to that specific skill, the DM can flavour interactions and information by that skill. Information gained through your Shoot skill will have a diffent flavour and focus than information gained through the Ride skill. This means it is meaningfull for several characters to try, in order to get the complete picture.</p><p></p><p>(There are also generic social skills in this system for use against those you don't share common intests with. Ride-characters talk with Ride-NPCs, Shoot-characters talk with Shoot-NPCs, and Charm-characters talk with <em>everybody</em>.)</p><p></p><p></p><p></p><p></p><p></p><p>Very much true. The most exciting fights, in my option, are the ones where some other task is inter-mingled with the task of reducing enemy HP.</p><p></p><p>In [MENTION=2303]Starfox[/MENTION]' tryout 4E campaign, the one <em>I</em> remember most is the one where my character worked the entire fight to keep a weather control ritual running to keep the howling snow storm at bay - and after the fight created a hot spring bath with another ritual at a gp cost that horrified the optimizers of the group...</p><p></p><p>This was all thanks to [MENTION=2303]Starfox[/MENTION] writing a houserule for having ritual casting times measured in combat rounds rather than minutes...</p></blockquote><p></p>
[QUOTE="Tuft, post: 6242122, member: 60045"] "Action" ([url]http://hastur.net/wiki/Action[/url]), [MENTION=2303]Starfox[/MENTION]' homebrew which I love playing in, has a different angle. [I]All[/I] skills, including the two fighting skills "Melee" and "Shoot", have both an information-gathering and a social aspect. An example from actual play in a science fiction/fantasy/gumshoe setting: The party was spread all over the city, because we needed to gather information about a house that was owned by the local planetary military. The party cleric went to the military's open shooting range, and used the social aspects of his Shoot skill ("Hey, this guy's knows what he is talking about!") to gain their confidence as a weapon nerd to other weapon nerds, and then locating an officer who knew about the building in question. Note that this is an explicit [I]social[/I] interaction and solely targetable at those who share the same skill (and thus the same interests) - it is no "benchpressing to gain the confidence of the king". Since these social aspects of skills are tied to that specific skill, the DM can flavour interactions and information by that skill. Information gained through your Shoot skill will have a diffent flavour and focus than information gained through the Ride skill. This means it is meaningfull for several characters to try, in order to get the complete picture. (There are also generic social skills in this system for use against those you don't share common intests with. Ride-characters talk with Ride-NPCs, Shoot-characters talk with Shoot-NPCs, and Charm-characters talk with [I]everybody[/I].) Very much true. The most exciting fights, in my option, are the ones where some other task is inter-mingled with the task of reducing enemy HP. In [MENTION=2303]Starfox[/MENTION]' tryout 4E campaign, the one [i]I[/i] remember most is the one where my character worked the entire fight to keep a weather control ritual running to keep the howling snow storm at bay - and after the fight created a hot spring bath with another ritual at a gp cost that horrified the optimizers of the group... This was all thanks to [MENTION=2303]Starfox[/MENTION] writing a houserule for having ritual casting times measured in combat rounds rather than minutes... [/QUOTE]
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