"Why would a rogue advise a wizard on which spell to cast? "
In-character, in-game: well maybe the rogue has been in this kind of situation before, seen a spell work and can advise the wizard accordingly since they have knowledge the wizard does not. or maybe the rogue has noticed some telltalle clues and is asking for a detect inviibility or maybe the the rogue has senses the wizard does not and... etc etc etc... the number of cases is very long.
Out-of-character (player to player - even if that player offering advice is GM) if the wizard player is new to the game or new to the class and is struggling and it is affecting their enjoyment and/or the enjoyment of others. For me as a Gm i find it better to offer help/advice to new players or players trying out new characters than it is to let them struggle in the midst of play.
of course, one should not equate offering advice with telling someone what to do.
"What is a character? A character is a personality with wants, needs, and life views/beliefs that in many cases differ from yours. Notice I didn't mention class, race, skills, modifiers, etc. These are game mechanics, the tools and techniques your character uses to achieve what they desire. But what is it your character desires?"
i as player and as Gm emphasize the character being the intersection of) the background/persona and the mechanics/stats. The mechanics covers a lot of things about your character and their makeup and should work hand-in-glove with the persona, background and personality - not be considered separate from them. A wisdom of 18 and proficiency with Insight and perception are not just tools - they tell you a lot about how perceptive and aware your character is as a regular thing, normally, day to day. Choosing to roleplay that character as ACTUALLY "self-absorbed and clueless about whats going on and what others feel" is IMO "not role-playing your chosen character (though of course it could be a deception the character is using to cover their study of others.)
IMO telling someone to move all the mechanical elements out into this second tier of relevance - those are all just tools and not the character - is seriously skewing the " role" away from the "chargen."
if you want to play a character you see as clumsy... choose a low dexterity.
If you want to play a character whose background is former slave turned gladiator - choose high combat relevant stats and choices.
if you want to play a character with high dexterity - don't choose a background of an overweight librarian.
IMO one of the risks of a Gm emphasizing a dramatic separating mechanics and "character" is the tacit encouragement of the rocket scientist idiot. Some can choose to lowball certain stats if one thinks they can "roleplay" around the mechanics because they themselves are smart enough or savvy enough to catch the clues their character should be missing. That lets them invest those points in areas with more concrete mechanical payoffs.
that is only part of it but for me i am happiest (and generally find the players are too) when the chargen mechanics, the character background/personality and the roleplay all work together and share in the resolution of a scene or challenge and the more one starts to dominate the others the less robust the gameplay feels.
others will certainly see it differently.
In-character, in-game: well maybe the rogue has been in this kind of situation before, seen a spell work and can advise the wizard accordingly since they have knowledge the wizard does not. or maybe the rogue has noticed some telltalle clues and is asking for a detect inviibility or maybe the the rogue has senses the wizard does not and... etc etc etc... the number of cases is very long.
Out-of-character (player to player - even if that player offering advice is GM) if the wizard player is new to the game or new to the class and is struggling and it is affecting their enjoyment and/or the enjoyment of others. For me as a Gm i find it better to offer help/advice to new players or players trying out new characters than it is to let them struggle in the midst of play.
of course, one should not equate offering advice with telling someone what to do.
"What is a character? A character is a personality with wants, needs, and life views/beliefs that in many cases differ from yours. Notice I didn't mention class, race, skills, modifiers, etc. These are game mechanics, the tools and techniques your character uses to achieve what they desire. But what is it your character desires?"
i as player and as Gm emphasize the character being the intersection of) the background/persona and the mechanics/stats. The mechanics covers a lot of things about your character and their makeup and should work hand-in-glove with the persona, background and personality - not be considered separate from them. A wisdom of 18 and proficiency with Insight and perception are not just tools - they tell you a lot about how perceptive and aware your character is as a regular thing, normally, day to day. Choosing to roleplay that character as ACTUALLY "self-absorbed and clueless about whats going on and what others feel" is IMO "not role-playing your chosen character (though of course it could be a deception the character is using to cover their study of others.)
IMO telling someone to move all the mechanical elements out into this second tier of relevance - those are all just tools and not the character - is seriously skewing the " role" away from the "chargen."
if you want to play a character you see as clumsy... choose a low dexterity.
If you want to play a character whose background is former slave turned gladiator - choose high combat relevant stats and choices.
if you want to play a character with high dexterity - don't choose a background of an overweight librarian.
IMO one of the risks of a Gm emphasizing a dramatic separating mechanics and "character" is the tacit encouragement of the rocket scientist idiot. Some can choose to lowball certain stats if one thinks they can "roleplay" around the mechanics because they themselves are smart enough or savvy enough to catch the clues their character should be missing. That lets them invest those points in areas with more concrete mechanical payoffs.
that is only part of it but for me i am happiest (and generally find the players are too) when the chargen mechanics, the character background/personality and the roleplay all work together and share in the resolution of a scene or challenge and the more one starts to dominate the others the less robust the gameplay feels.
others will certainly see it differently.