|
4 months ago ::
Feb 04, 2013 - 1:17PM
#231
|
Date Joined:
May 18, 2002
|
We also need a "Use Teeth" skill, then.
With teeth, you can cut ropes or fingers, bite babies to impress people, to take the top off of small bottles of beer, use them as an improvised percussion intrument or improvised missile weapons.
May as well add "Breathe" and "Poop" to the list...
|
|
|
|
4 months ago ::
Feb 04, 2013 - 1:31PM
#232
|
- Forum Guide
- Hero Craftsman Gold Medalist
- Master Dungeon Master
Date Joined:
Jun 23, 2005
|
I don't think micromanaging skills is the way to do it. 2e's NWPs were great for deisgners who could pad page counts with ridiculous NWPs. But I don't think it was good for the game as a whole. Personally, I'd prefer one of three approaches:
Abilities (BECMI/1e): You get abilities. No training. If you have a backstory, good for you. Backgrounds: Pick a background. One profession or background to describe what you did before you were an adventurer. If you try something that it pertinent to that profession, you gain advantage. Skills (4e/playtest): There's a discrete list of skills that have litle overlap and are relatively equal in utility for some assumed default style of game. You get a set number of these in which you are trained.
|
|
|