| Post/Author/DateTime | Post |
|---|---|
| #1herogoethAug 09, 2008 22:04:24 | So with the lack of fourth edition fluff powers/skills, I've tossed a simple rule into my game that seems to be making a good impression. Talents. Each player chooses a talent from the list below (or makes up a talent that fits along the same line of thought) and I make tasks that involve their individual talents easier. If a player is participating in a skill challenge and he finds a way to involve his talent in a skill check, I give him a +5 on the check. Players may gain renown as they use their talents, and they make great hooks. Below is a really rudimentary list, one that I scratched up just before running with Talents for the first time. Artist -Painter -Author -Sculptor Connoisseur -Wine -Music -High Society Craftsman -Weapons and Armor -Masonry -Alchemical Regents Musician -String Instruments -Wind Instruments -Percussion Instruments Performer -Stage Acts -Vocals Gambler Sailor Merchant I also posted this in the DM Advice Forum before I remembered that there was a place for house rules already.:whatsthis |
| #2ixien_kotharAug 11, 2008 9:33:54 | So with the lack of fourth edition fluff powers/skills, I've tossed a simple rule into my game that seems to be making a good impression. Talents. Each player chooses a talent from the list below (or makes up a talent that fits along the same line of thought) and I make tasks that involve their individual talents easier. Is the talent "Performer" or "Performer: Stage Acts"? I.E. Do you pick a single sublevel (for the ones that have sublevels) or are the talents the higher level? This sounds like a good idea. A couple of my players stated they were having a hard time really connecting with their characters because they didn't have any fluff to back it up. I think that may be due to the fact that we started our 4e game on short notice and I don't think it's a commentary on 4e. The talent idea might help a couple of them, though. |