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How do you play a character who is much smarter than you are?
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<blockquote data-quote="Mercule" data-source="post: 7494110" data-attributes="member: 5100"><p>You have options:</p><p></p><p>1) The intelligence score is like IQ and only represents one swath of intelligence. This means whatever mechanical bonus you get from the stat, including spell DC, saves, etc.</p><p></p><p>2) Rely on the game infrastructure to help you. Call for frequent Intelligence (Investigation) or other skill checks when you're not sure how to proceed and/or feel like you're missing something your character should know. This can also include raw Intelligence checks for recalling things from earlier session or checking your train of reason on something (i.e. asking the GM to assist or throw you a bone).</p><p></p><p>3) Allow other players (especially those who are playing characters <u>below</u> their personal intelligence) to help you. Maybe that conversation about how to overcome the trap wasn't a conversation between the PCs, so much as it was an internal dialog for the insanely smart Rogue. YMMV on how much you want to blur this line, but it's great for the fore-mentioned brainy Rogue, when he's scouting ahead.</p><p></p><p>I generally encourage a combination of the three, in my games. The approach actually originated from how I handle shy or nerdy players playing Bards or other face characters. A bit of ribbing is part of the game, but I don't like that the string bean gets to play the massive orcish Barbarian without comment, but the wallflower doesn't get an opportunity to practice social interaction in an equally welcoming environment. As long as the player of the face character is the one actually describing the actions and/or at least outlining the speech, I let them get input from the rest of the group and make rolls to offset their own shortcomings.</p><p></p><p>This also works for the crazy player with a wise PC.</p></blockquote><p></p>
[QUOTE="Mercule, post: 7494110, member: 5100"] You have options: 1) The intelligence score is like IQ and only represents one swath of intelligence. This means whatever mechanical bonus you get from the stat, including spell DC, saves, etc. 2) Rely on the game infrastructure to help you. Call for frequent Intelligence (Investigation) or other skill checks when you're not sure how to proceed and/or feel like you're missing something your character should know. This can also include raw Intelligence checks for recalling things from earlier session or checking your train of reason on something (i.e. asking the GM to assist or throw you a bone). 3) Allow other players (especially those who are playing characters [U]below[/U] their personal intelligence) to help you. Maybe that conversation about how to overcome the trap wasn't a conversation between the PCs, so much as it was an internal dialog for the insanely smart Rogue. YMMV on how much you want to blur this line, but it's great for the fore-mentioned brainy Rogue, when he's scouting ahead. I generally encourage a combination of the three, in my games. The approach actually originated from how I handle shy or nerdy players playing Bards or other face characters. A bit of ribbing is part of the game, but I don't like that the string bean gets to play the massive orcish Barbarian without comment, but the wallflower doesn't get an opportunity to practice social interaction in an equally welcoming environment. As long as the player of the face character is the one actually describing the actions and/or at least outlining the speech, I let them get input from the rest of the group and make rolls to offset their own shortcomings. This also works for the crazy player with a wise PC. [/QUOTE]
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