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<blockquote data-quote="malkav666" data-source="post: 5614949" data-attributes="member: 70565"><p>We had the same concepts and still played them. I believe the point being made about 3e was the niceties of having a system that could back up RP concepts with in game skills that had measurable gamist effects if the player cared to use them.</p><p></p><p>My GMs tend to let craft skills double as highly focused knowledge skills as well, and will drop occasional important bits into the story via those avenues. On more than one occasion, the milliner/hatter I mentioned in a previous post would help drive the campaign direction to new locations just because he wanted to get to a particular city or place and rid the world of another milliner/hatter that was putting out head wear that my character thought was atrocious. But sometimes he just made hats in his downtime as well for extra GP using the rules in the book that covered crafting.</p><p></p><p>The italicized portion of your post I find to be be very snide and condescending. Robust skill systems don't enable roleplay, they support it, and give certain of those choices a metric. I like having options, even if I never use them. There will never be rules to govern every aspect of a character. But rules/materials that encourage a player to define a character in ways other than by what they do in combat are most welcomed at my tables. </p><p></p><p>Have a nice day,</p><p></p><p>malkav</p></blockquote><p></p>
[QUOTE="malkav666, post: 5614949, member: 70565"] We had the same concepts and still played them. I believe the point being made about 3e was the niceties of having a system that could back up RP concepts with in game skills that had measurable gamist effects if the player cared to use them. My GMs tend to let craft skills double as highly focused knowledge skills as well, and will drop occasional important bits into the story via those avenues. On more than one occasion, the milliner/hatter I mentioned in a previous post would help drive the campaign direction to new locations just because he wanted to get to a particular city or place and rid the world of another milliner/hatter that was putting out head wear that my character thought was atrocious. But sometimes he just made hats in his downtime as well for extra GP using the rules in the book that covered crafting. The italicized portion of your post I find to be be very snide and condescending. Robust skill systems don't enable roleplay, they support it, and give certain of those choices a metric. I like having options, even if I never use them. There will never be rules to govern every aspect of a character. But rules/materials that encourage a player to define a character in ways other than by what they do in combat are most welcomed at my tables. Have a nice day, malkav [/QUOTE]
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