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Role Playing Vs. Roll Playing
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<blockquote data-quote="howandwhy99" data-source="post: 2101722" data-attributes="member: 3192"><p>I think both you and your player can be accomodated under the current ruleset. It sounds like you enjoy the 3.5 system as does he or she, but for different reasons. Playing the "system" rather than the "characteristics" is pretty commonplace in my experience. And I don't mean to limit that style to just 3E or D&D. The gamists approach is pretty popular. </p><p></p><p>I suggest playing up the roleplay aspect of the game mechanics rather than the rollplay. Min-maxing, and stacking powers is probably already done by the players. Giving each power and ability a substantial meaning tied to In-Character play should encourage roleplay on their part. IOW, if the world is treating them as if they have the characteristics associated with their feats and skills, the players will start identifying the PCs as such. (for instance: high skills makes the character sagelike, feats are thoroughly practiced combat manuevers or spell learning, and class abilities each have a in-game meaning too)</p><p> </p><p>The tough part with third edition is the numerous amount of abilities to tie into the game world. I think this is why most folks start out at very low levels and build along player declarations of advancement. </p><p> </p><p>I don't know why you are clashing with people over this, but I think you would receive far better help if you detailed the problem.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 2101722, member: 3192"] I think both you and your player can be accomodated under the current ruleset. It sounds like you enjoy the 3.5 system as does he or she, but for different reasons. Playing the "system" rather than the "characteristics" is pretty commonplace in my experience. And I don't mean to limit that style to just 3E or D&D. The gamists approach is pretty popular. I suggest playing up the roleplay aspect of the game mechanics rather than the rollplay. Min-maxing, and stacking powers is probably already done by the players. Giving each power and ability a substantial meaning tied to In-Character play should encourage roleplay on their part. IOW, if the world is treating them as if they have the characteristics associated with their feats and skills, the players will start identifying the PCs as such. (for instance: high skills makes the character sagelike, feats are thoroughly practiced combat manuevers or spell learning, and class abilities each have a in-game meaning too) The tough part with third edition is the numerous amount of abilities to tie into the game world. I think this is why most folks start out at very low levels and build along player declarations of advancement. I don't know why you are clashing with people over this, but I think you would receive far better help if you detailed the problem. [/QUOTE]
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