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Smart vs. Intelligence and Combatless Roleplaying Sessions

DonTadow

First Post
Last night I had one of several combatless sessions I've had in my two year campaign. However, this one was different. I borrowed a large town from the Cloud Kingdom's riddle book. The town was set up so that every npc gave yo ua clue and had chores they needed done based on the clues. All of the npcs were fleshed out so that there were plenty of role playing opportunities. However, after the session two players (the same two whom claimed I baited them) told me that they felt that the lack of combat and the emphasis on puzzles made the game more about the players than the characters. HOwever, other players in the game saw great role playing moments after interacting with the npcs and not just treating them as pieces of a puzzle.

I told them that some players I think make the misconception that a characters intelligence should equal how smart the character is, when, definitionally, smart is different than intelligence. Whereas intelligence is how much information you retain, smart is how fast you process that information. Considering there is no stat for a characters (smartness) characters use their players smarts (knowing when to make a search check, figuring out that bullrushing the direboar into the pit is the best method to use,). My argument was, if smart equals intelligence in dungeons and dragons, their would be no use for tactics, in game traps or mazes in the game. I think players have and always will use their own smarts when playing their character.

The players also complained that the lack of combat or any adventuring took away from the role playing of the game. My theory is that role playing is what you make it. What do you think about this as well as smarts vs. intelligence.?
 

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Not sure I buy the smarts vs. intelligence definition you presented (my dictionary lists them as synonyms), but I do agree that processing information and responding tends to be more or less the forte of the player, regardless of the character's Int score. I think a player has a couple choices:

1. Do what you (the person) think is best for a given situation.
2. Do what your character thinks is best even if it goes against your sensibilities.
3. A combination thereof.

Often number 2 is very difficult. Those particular players may just have more difficulty accomplishing that then the others.

Also, as an aside (and not directed at you in particular): why are roleplaying-only sessions denoted as being devoid of combat? Don't players still roleplay their character's actions and words during combat as well? I've always been confused by this.
 

I don't like "out of game" puzzles present in my D&D games. Only because I go to a D&D session hoping to work out things like "If I cast this spell, then this spell, those guys will be screwed" and "He's a large monster so he'll make Fort saves, but I bet I can get him to fail a Will save" and stuff like that.

If I wanted to have a puzzle night I'd buy a jumbo book of puzzles and puzzle, puzzle away. I want my D&D to be D&D!
 

LostSoul said:
I don't like "out of game" puzzles present in my D&D games. Only because I go to a D&D session hoping to work out things like "If I cast this spell, then this spell, those guys will be screwed" and "He's a large monster so he'll make Fort saves, but I bet I can get him to fail a Will save" and stuff like that.

If I wanted to have a puzzle night I'd buy a jumbo book of puzzles and puzzle, puzzle away. I want my D&D to be D&D!
Define "out of game puzzles"

I"m talking about the stuff cloud kingdom publishes, that are d and d related. Also grimtooth traps (which are puzzles in themselves).
 


A word puzzle. A math puzzle. A trap that you can't just roll Disable Device for once you've found it.

Or a riddle, like they had in the Hobbit. Let me just stab Gollum with my +2 orc bane elf dagger and take his loot.
 


LostSoul said:
A word puzzle. A math puzzle. A trap that you can't just roll Disable Device for once you've found it.

Or a riddle, like they had in the Hobbit. Let me just stab Gollum with my +2 orc bane elf dagger and take his loot.
So an orb surrounded by a riddled puzzle should be rolled away? Why not have one roll for combat with monsters having dc and the roll called combat? If a dc disable device check is good enough to tell a rogue how to figure out the puzzle, shouldn't a combat roll be good enough to tell a fighter exactly how to hit and how to kill a monster?

The one thing I find wrong with d and d is that too much depends on luck, similiar to a lot of traditional american games. Having an adequate puzzle seems to take away from the luck and not emphaise on how well you shoot craps.
 



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