It'll really depend on your players, but the fact that it's REALLY not cost-effective to focus your spends on 2 or 3 skills (due to the exponential increase in the cost of raising the same trait more than a point in the same session), you do tend to see folks broaden things out more -- that rule along encourages players to spread the points out into lots of 'related' areas.
In my first game, I made the first few fights simply contests, and had the first extended contest revolve around social skills at a duke's ball -- it quickly demonstrated that you didn't automatically get maximum table time or 'coolest conflicts' by focusing on combat.
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