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Article: I know Kung Fu
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Article: I know Kung Fu

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    Article: I know Kung Fu


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    Game Designer Matt James's Avatar
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    Rope Mastery. Reminds me of the Use Rope skill in 3.x

    Good article. I'm always trying to provoke players to think outside the bun. I also try to find ways to reward players to think this way.

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    Quote Originally Posted by Matt James View Post
    Rope Mastery. Reminds me of the Use Rope skill in 3.x
    I have no idea why you would think that.

    I don't know if it's because 4e is my first system or I'm just this way in general, but providing these types of bonuses is my preferred way of dealing with professions and specialized skills. Players seem to fear the lack of control since they can't just declare their characters have them and they might be worried they aren't getting the best possible deal out of a negotiation. Yet it's near impossible to provide the same level of detail with generic "rules" and I'm not sure we need pages of these things to provide every possible combination or background in print.

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    Hey those "knacks" seem highly reminiscent of the tailored backgrounds I talked about in part one of my "crafting blog".

    I like them, but of course Rope Mastery is a total hack of Rope Use... plus ça change

    Oh, and that picture is worth a million words.
    Last edited by D'karr; 01-12-2011 at 08:46 AM.

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    Quote Originally Posted by D'karr View Post
    Hey those "knacks" seem highly reminiscent of the tailored backgrounds I talked about in part one of my "crafting blog".

    I like them, but of course Rope Mastery is a total hack of Rope Use... plus ça change

    Oh, and that picture is worth a million words.
    Great minds think alike. I think a lot of older rules can be replaced this way. For me, it's so much better than having a longer skill list.

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    Quote Originally Posted by Sarah Darkmagic View Post
    Great minds think alike. I think a lot of older rules can be replaced this way. For me, it's so much better than having a longer skill list.
    I agree with the idea of a focused skill list that remains broad in perspective,with lots of "rules flexibility". I've always viewed the rules simply as guidelines to be tailored and morphed by the DM, and the gaming group using them. This gives me an idea for another blog article.

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