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Next: Personal design rules
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Since: Nov 18, 2004 Posts: 288
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(Msg. 1) Posted: Tue Nov 07, 2006 2:26 pm
Post subject: Personal design rules Archived from groups: rec>games>frp>dnd (more info?)
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What sort of personal rules do you use when designing characters?
In a way, these qualify as House Rules, but they're ones you can carry with
you, in that you can usually use them in anyone's campaign.
Mine:
Whenever building a character, at least one skill point should go into
something unrelated to his class, race, or whatever.
Normally, this means putting a point into some Perform skill. Thus I've a
Paladin who's got a bit of singing skill, a Wizard who's an amateur juggler,
and a Cleric who can mimic sounds and other people's voices.
Of course, it's a little bit harder with Rogues and Bards. I rarely play
Bards, luckily. Rogues also tend to put a point into one or more Perform
skills (it's useful when saying "I'm not a Rogue, I'm a Bard!"), but
sometimes I just put it into a Profession (Profession: Cook is practically a
given for Halfling Rogues). >> Stay informed about: Personal design rules |
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Since: Apr 18, 2006 Posts: 864
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(Msg. 2) Posted: Tue Nov 07, 2006 3:48 pm
Post subject: Re: Personal design rules [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <xI04h.59308$P7.6133@edtnps90>,
"Ken Andrews" <gobble.TakeThisOut@degook.com> wrote:
> What sort of personal rules do you use when designing characters?
>
> In a way, these qualify as House Rules, but they're ones you can carry with
> you, in that you can usually use them in anyone's campaign.
>
> Mine:
>
> Whenever building a character, at least one skill point should go into
> something unrelated to his class, race, or whatever.
>
> Normally, this means putting a point into some Perform skill. Thus I've a
> Paladin who's got a bit of singing skill, a Wizard who's an amateur juggler,
> and a Cleric who can mimic sounds and other people's voices.
>
> Of course, it's a little bit harder with Rogues and Bards. I rarely play
> Bards, luckily. Rogues also tend to put a point into one or more Perform
> skills (it's useful when saying "I'm not a Rogue, I'm a Bard!"), but
> sometimes I just put it into a Profession (Profession: Cook is practically a
> given for Halfling Rogues).
I don't know that I have many rules of this sort, other than to put at
least one rank into each class skill at first level, to generate an
Appearance (APP) score, and to generate measurements for female
characters (not to be juvenile, but to give a more accurate
representation of the character). Many characters also purchase some
items with starting cash (if they have enough) that have less to do with
adventuring and more to do with personal preference.
Happy gaming,
Eric >> Stay informed about: Personal design rules |
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Since: Apr 18, 2006 Posts: 864
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(Msg. 3) Posted: Tue Nov 07, 2006 3:48 pm
Post subject: Re: Personal design rules [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <xI04h.59308$P7.6133@edtnps90>,
"Ken Andrews" <gobble.TakeThisOut@degook.com> wrote:
> What sort of personal rules do you use when designing characters?
>
> In a way, these qualify as House Rules, but they're ones you can carry with
> you, in that you can usually use them in anyone's campaign.
>
> Mine:
>
> Whenever building a character, at least one skill point should go into
> something unrelated to his class, race, or whatever.
>
> Normally, this means putting a point into some Perform skill. Thus I've a
> Paladin who's got a bit of singing skill, a Wizard who's an amateur juggler,
> and a Cleric who can mimic sounds and other people's voices.
>
> Of course, it's a little bit harder with Rogues and Bards. I rarely play
> Bards, luckily. Rogues also tend to put a point into one or more Perform
> skills (it's useful when saying "I'm not a Rogue, I'm a Bard!"), but
> sometimes I just put it into a Profession (Profession: Cook is practically a
> given for Halfling Rogues).
I don't know that I have many rules of this sort, other than to put at
least one rank into each class skill at first level, to generate an
Appearance (APP) score, and to generate measurements for female
characters (not to be juvenile, but to give a more accurate
representation of the character). Many characters also purchase some
items with starting cash (if they have enough) that have less to do with
adventuring and more to do with personal preference.
Happy gaming,
Eric >> Stay informed about: Personal design rules |
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Since: Apr 18, 2006 Posts: 864
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(Msg. 4) Posted: Tue Nov 07, 2006 3:48 pm
Post subject: Re: Personal design rules [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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In article <xI04h.59308$P7.6133@edtnps90>,
"Ken Andrews" <gobble.TakeThisOut@degook.com> wrote:
> What sort of personal rules do you use when designing characters?
>
> In a way, these qualify as House Rules, but they're ones you can carry with
> you, in that you can usually use them in anyone's campaign.
>
> Mine:
>
> Whenever building a character, at least one skill point should go into
> something unrelated to his class, race, or whatever.
>
> Normally, this means putting a point into some Perform skill. Thus I've a
> Paladin who's got a bit of singing skill, a Wizard who's an amateur juggler,
> and a Cleric who can mimic sounds and other people's voices.
>
> Of course, it's a little bit harder with Rogues and Bards. I rarely play
> Bards, luckily. Rogues also tend to put a point into one or more Perform
> skills (it's useful when saying "I'm not a Rogue, I'm a Bard!"), but
> sometimes I just put it into a Profession (Profession: Cook is practically a
> given for Halfling Rogues).
I don't know that I have many rules of this sort, other than to put at
least one rank into each class skill at first level, to generate an
Appearance (APP) score, and to generate measurements for female
characters (not to be juvenile, but to give a more accurate
representation of the character). Many characters also purchase some
items with starting cash (if they have enough) that have less to do with
adventuring and more to do with personal preference.
Happy gaming,
Eric >> Stay informed about: Personal design rules |
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External

Since: Apr 18, 2006 Posts: 864
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(Msg. 5) Posted: Tue Nov 07, 2006 3:48 pm
Post subject: Re: Personal design rules [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
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In article <xI04h.59308$P7.6133@edtnps90>,
"Ken Andrews" <gobble.DeleteThis@degook.com> wrote:
> What sort of personal rules do you use when designing characters?
>
> In a way, these qualify as House Rules, but they're ones you can carry with
> you, in that you can usually use them in anyone's campaign.
>
> Mine:
>
> Whenever building a character, at least one skill point should go into
> something unrelated to his class, race, or whatever.
>
> Normally, this means putting a point into some Perform skill. Thus I've a
> Paladin who's got a bit of singing skill, a Wizard who's an amateur juggler,
> and a Cleric who can mimic sounds and other people's voices.
>
> Of course, it's a little bit harder with Rogues and Bards. I rarely play
> Bards, luckily. Rogues also tend to put a point into one or more Perform
> skills (it's useful when saying "I'm not a Rogue, I'm a Bard!"), but
> sometimes I just put it into a Profession (Profession: Cook is practically a
> given for Halfling Rogues).
I don't know that I have many rules of this sort, other than to put at
least one rank into each class skill at first level, to generate an
Appearance (APP) score, and to generate measurements for female
characters (not to be juvenile, but to give a more accurate
representation of the character). Many characters also purchase some
items with starting cash (if they have enough) that have less to do with
adventuring and more to do with personal preference.
Happy gaming,
Eric >> Stay informed about: Personal design rules |
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| Back to top |
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External

Since: Apr 18, 2006 Posts: 864
|
(Msg. 6) Posted: Tue Nov 07, 2006 3:48 pm
Post subject: Re: Personal design rules [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
In article <xI04h.59308$P7.6133@edtnps90>,
"Ken Andrews" <gobble DeleteThis @degook.com> wrote:
> What sort of personal rules do you use when designing characters?
>
> In a way, these qualify as House Rules, but they're ones you can carry with
> you, in that you can usually use them in anyone's campaign.
>
> Mine:
>
> Whenever building a character, at least one skill point should go into
> something unrelated to his class, race, or whatever.
>
> Normally, this means putting a point into some Perform skill. Thus I've a
> Paladin who's got a bit of singing skill, a Wizard who's an amateur juggler,
> and a Cleric who can mimic sounds and other people's voices.
>
> Of course, it's a little bit harder with Rogues and Bards. I rarely play
> Bards, luckily. Rogues also tend to put a point into one or more Perform
> skills (it's useful when saying "I'm not a Rogue, I'm a Bard!"), but
> sometimes I just put it into a Profession (Profession: Cook is practically a
> given for Halfling Rogues).
I don't know that I have many rules of this sort, other than to put at
least one rank into each class skill at first level, to generate an
Appearance (APP) score, and to generate measurements for female
characters (not to be juvenile, but to give a more accurate
representation of the character). Many characters also purchase some
items with starting cash (if they have enough) that have less to do with
adventuring and more to do with personal preference.
Happy gaming,
Eric >> Stay informed about: Personal design rules |
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External

Since: Apr 18, 2006 Posts: 864
|
(Msg. 7) Posted: Tue Nov 07, 2006 3:48 pm
Post subject: Re: Personal design rules [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
In article <xI04h.59308$P7.6133@edtnps90>,
"Ken Andrews" <gobble RemoveThis @degook.com> wrote:
> What sort of personal rules do you use when designing characters?
>
> In a way, these qualify as House Rules, but they're ones you can carry with
> you, in that you can usually use them in anyone's campaign.
>
> Mine:
>
> Whenever building a character, at least one skill point should go into
> something unrelated to his class, race, or whatever.
>
> Normally, this means putting a point into some Perform skill. Thus I've a
> Paladin who's got a bit of singing skill, a Wizard who's an amateur juggler,
> and a Cleric who can mimic sounds and other people's voices.
>
> Of course, it's a little bit harder with Rogues and Bards. I rarely play
> Bards, luckily. Rogues also tend to put a point into one or more Perform
> skills (it's useful when saying "I'm not a Rogue, I'm a Bard!"), but
> sometimes I just put it into a Profession (Profession: Cook is practically a
> given for Halfling Rogues).
I don't know that I have many rules of this sort, other than to put at
least one rank into each class skill at first level, to generate an
Appearance (APP) score, and to generate measurements for female
characters (not to be juvenile, but to give a more accurate
representation of the character). Many characters also purchase some
items with starting cash (if they have enough) that have less to do with
adventuring and more to do with personal preference.
Happy gaming,
Eric >> Stay informed about: Personal design rules |
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External

Since: Feb 19, 2005 Posts: 1090
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(Msg. 8) Posted: Tue Nov 07, 2006 5:29 pm
Post subject: Re: Personal design rules [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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|
Ken Andrews wrote:
> What sort of personal rules do you use when designing characters?
>
> In a way, these qualify as House Rules, but they're ones you can carry with
> you, in that you can usually use them in anyone's campaign.
>
> Mine:
>
> Whenever building a character, at least one skill point should go into
> something unrelated to his class, race, or whatever.
[...]
Regardless of rules system, I'll always give my character a large or
small "skill hole". Something he or she can't do. I much prefer to play
widely skilled characters, but that skill hole helps a lot with turning
the character into an individual.
Of course, in D&D3 such skill holes will automatically emerge from most
classes, but the Bard and Rogue are notable exceptions.
--
Peter Knutsen
sagatafl.org >> Stay informed about: Personal design rules |
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External

Since: Feb 19, 2005 Posts: 1090
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(Msg. 9) Posted: Tue Nov 07, 2006 5:29 pm
Post subject: Re: Personal design rules [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Ken Andrews wrote:
> What sort of personal rules do you use when designing characters?
>
> In a way, these qualify as House Rules, but they're ones you can carry with
> you, in that you can usually use them in anyone's campaign.
>
> Mine:
>
> Whenever building a character, at least one skill point should go into
> something unrelated to his class, race, or whatever.
[...]
Regardless of rules system, I'll always give my character a large or
small "skill hole". Something he or she can't do. I much prefer to play
widely skilled characters, but that skill hole helps a lot with turning
the character into an individual.
Of course, in D&D3 such skill holes will automatically emerge from most
classes, but the Bard and Rogue are notable exceptions.
--
Peter Knutsen
sagatafl.org >> Stay informed about: Personal design rules |
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External

Since: Feb 19, 2005 Posts: 1090
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(Msg. 10) Posted: Tue Nov 07, 2006 5:29 pm
Post subject: Re: Personal design rules [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Ken Andrews wrote:
> What sort of personal rules do you use when designing characters?
>
> In a way, these qualify as House Rules, but they're ones you can carry with
> you, in that you can usually use them in anyone's campaign.
>
> Mine:
>
> Whenever building a character, at least one skill point should go into
> something unrelated to his class, race, or whatever.
[...]
Regardless of rules system, I'll always give my character a large or
small "skill hole". Something he or she can't do. I much prefer to play
widely skilled characters, but that skill hole helps a lot with turning
the character into an individual.
Of course, in D&D3 such skill holes will automatically emerge from most
classes, but the Bard and Rogue are notable exceptions.
--
Peter Knutsen
sagatafl.org >> Stay informed about: Personal design rules |
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 |  |
External

Since: Feb 19, 2005 Posts: 1090
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(Msg. 11) Posted: Tue Nov 07, 2006 5:29 pm
Post subject: Re: Personal design rules [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
|
|
|
Ken Andrews wrote:
> What sort of personal rules do you use when designing characters?
>
> In a way, these qualify as House Rules, but they're ones you can carry with
> you, in that you can usually use them in anyone's campaign.
>
> Mine:
>
> Whenever building a character, at least one skill point should go into
> something unrelated to his class, race, or whatever.
[...]
Regardless of rules system, I'll always give my character a large or
small "skill hole". Something he or she can't do. I much prefer to play
widely skilled characters, but that skill hole helps a lot with turning
the character into an individual.
Of course, in D&D3 such skill holes will automatically emerge from most
classes, but the Bard and Rogue are notable exceptions.
--
Peter Knutsen
sagatafl.org >> Stay informed about: Personal design rules |
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External

Since: Feb 19, 2005 Posts: 1090
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(Msg. 12) Posted: Tue Nov 07, 2006 5:29 pm
Post subject: Re: Personal design rules [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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|
|
Ken Andrews wrote:
> What sort of personal rules do you use when designing characters?
>
> In a way, these qualify as House Rules, but they're ones you can carry with
> you, in that you can usually use them in anyone's campaign.
>
> Mine:
>
> Whenever building a character, at least one skill point should go into
> something unrelated to his class, race, or whatever.
[...]
Regardless of rules system, I'll always give my character a large or
small "skill hole". Something he or she can't do. I much prefer to play
widely skilled characters, but that skill hole helps a lot with turning
the character into an individual.
Of course, in D&D3 such skill holes will automatically emerge from most
classes, but the Bard and Rogue are notable exceptions.
--
Peter Knutsen
sagatafl.org >> Stay informed about: Personal design rules |
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External

Since: Feb 19, 2005 Posts: 1090
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(Msg. 13) Posted: Tue Nov 07, 2006 5:29 pm
Post subject: Re: Personal design rules [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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Ken Andrews wrote:
> What sort of personal rules do you use when designing characters?
>
> In a way, these qualify as House Rules, but they're ones you can carry with
> you, in that you can usually use them in anyone's campaign.
>
> Mine:
>
> Whenever building a character, at least one skill point should go into
> something unrelated to his class, race, or whatever.
[...]
Regardless of rules system, I'll always give my character a large or
small "skill hole". Something he or she can't do. I much prefer to play
widely skilled characters, but that skill hole helps a lot with turning
the character into an individual.
Of course, in D&D3 such skill holes will automatically emerge from most
classes, but the Bard and Rogue are notable exceptions.
--
Peter Knutsen
sagatafl.org >> Stay informed about: Personal design rules |
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External

Since: Jan 26, 2006 Posts: 116
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(Msg. 14) Posted: Wed Nov 08, 2006 2:43 am
Post subject: Re: Personal design rules [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Ken Andrews" <gobble.DeleteThis@degook.com> wrote in message
news:xI04h.59308$P7.6133@edtnps90...
> What sort of personal rules do you use when designing characters?
>
> In a way, these qualify as House Rules, but they're ones you can carry
> with you, in that you can usually use them in anyone's campaign.
In campaigns, I'm rather partial to giving each of my characters ranks in a
craft or profession skills so that they can;
a) Gather raw materials as opportunities permit and craft items including
weapons, armor, accessories, jewelry and merchandise, which provide
opportunities to trade and negotiate during the course of a campaign...
and
b) create items for themselves, to help develop the persona and flavor of
that character.
I'm also fond of generating a detailed character background, including
social standing of the character's family (if any), characters rank in the
family, and characters' formal education.
Re,
Dirk >> Stay informed about: Personal design rules |
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Since: Jan 26, 2006 Posts: 116
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(Msg. 15) Posted: Wed Nov 08, 2006 2:43 am
Post subject: Re: Personal design rules [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Ken Andrews" <gobble.TakeThisOut@degook.com> wrote in message
news:xI04h.59308$P7.6133@edtnps90...
> What sort of personal rules do you use when designing characters?
>
> In a way, these qualify as House Rules, but they're ones you can carry
> with you, in that you can usually use them in anyone's campaign.
In campaigns, I'm rather partial to giving each of my characters ranks in a
craft or profession skills so that they can;
a) Gather raw materials as opportunities permit and craft items including
weapons, armor, accessories, jewelry and merchandise, which provide
opportunities to trade and negotiate during the course of a campaign...
and
b) create items for themselves, to help develop the persona and flavor of
that character.
I'm also fond of generating a detailed character background, including
social standing of the character's family (if any), characters rank in the
family, and characters' formal education.
Re,
Dirk >> Stay informed about: Personal design rules |
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