Editing Jeweled Amber Skill Points
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It gives a lot of spin in character creation and development. It has given players a chance to think about what direction they want their PC to go. In general they have spent 2 to 4 pips either in one skill or in a small collection. More then that starts making me question their devotion to a particular skill. I generally don't allow more then one 3 pip skill at the start. As game play goes on if they make a particular effort at using that skill I may at some point let them take a 4th pip. I've yet to let a PC allocate to a 5 pip skill. They would have to be really dedicated to making it a big part of who the PC is, how he reacts, and what people think of them. | It gives a lot of spin in character creation and development. It has given players a chance to think about what direction they want their PC to go. In general they have spent 2 to 4 pips either in one skill or in a small collection. More then that starts making me question their devotion to a particular skill. I generally don't allow more then one 3 pip skill at the start. As game play goes on if they make a particular effort at using that skill I may at some point let them take a 4th pip. I've yet to let a PC allocate to a 5 pip skill. They would have to be really dedicated to making it a big part of who the PC is, how he reacts, and what people think of them. | ||
β | Random nearly always has a deck | + | Random nearly always has a deck or cards or a set of drum sticks in his hands. He has 4 pips in card tricks/card magic and 3 pips in Drums. |
=='''Skills from the GM point of view'''== | =='''Skills from the GM point of view'''== |