Celebrim
Legend
Resolving "bang I hit you" is to provide an adjudication, not to make some people good at some things and bad at others.
Why do you think 'balance' is held up as such a high standard in game design by so many different players?
Resolving "bang I hit you" is to provide an adjudication, not to make some people good at some things and bad at others.
Bingo!I'm not a fan of Harrison Bergeron d20...
If this is what you mean by "balance", then maybe because they're lazy, unskilled players?Why do you think 'balance' is held up as such a high standard in game design by so many different players?
It would in C&S, T&T or RQ. It's sort of funny if 3e did not follow suit. (I thought of playing a Halfling Barbarian, but never did.)Well, your halfling rogue is going to have a Str of at least 12! Does that mean your halfling is a little Arnold?
That's story telling, not role playing; still good, though!Or you can invent some clever excuse for how are why your Barbarian got around the problem, in which case its both good gaming and good roleplaying.
No it isn't. If a stupid character is stuck as the sole person who is supposed to work on something that is defined as being beyond him, he's supposed to lose. Pulling a Eureka Maru whenever you are railroaded is like saying "Oh, I missed? Actually, the bullet bounced off a wall and hit that rope holding that piano over your head."
Also, I favor players getting involved in the action --at least in terms of planning, puzzle-solving, and in-character speech-- over players maintaining fidelity to their original role or concept.
Faced with a skill challenge of an int based skill, the player has one of two options:
He can either ask for a skill check, and if he passes the check the DM will tell him the answer. Then the player can animate his character to act on this discovered knowledge.
OR...
He can not ask for a skill check and animate his character in such a way that he either discovers the knowledge without passing the skill check or else relies on his knowledge as a player to fill in the missing details. A character can search a room using a skill check. A player can also search a room by describing what his character does, eventually reaching a point where its unreasonable that the hidden article would not be found and catching the DM in a contridiction.
It's not a question of "he's supposed to lose". It may also be a question of finding some other way to get past the problem other than just thinking a little, applying lots of smarts, and coming up with the answer. A player doing a good job of role-playing a character's lower intelligence, when faced with a puzzle that requires a lot of smarts, may have the character pull out a piece of chalk and start writing down possible solutions - arriving at the right one by methods of brute force rather than insight or cleverness.
Why do you think 'balance' is held up as such a high standard in game design by so many different players?
To a player, that's more or less the exact same action.
Heck, if you really want puzzles, make a puzzle, if the player figures it out, have Krunk the barbarian smash the puzzle with his axe to solve it. The puzzle was SOLVED ooc, just resolve it IC and call it good.
I have to be honest I much prefer the latter.
Reducing problem solving to simple die rolls and removing player skill just doesn't seem very exciting.
If we want to talk about what's best for the game and story what do you think is more evocative?
I roll to search the room. *Rolls dice* What did I find?
I go around knocking on the walls, to see if any of the paneling sound off, like it might be hiding something. *DM checks his notes to see if there are any false panels on the wall*
Personally I feel that what is gained in the depth of the imaginary space is greater than what might be lost to any jarring that might result from Bob's 5 int fighter being played intelligently.
Especially if you consider the contents of his character sheet to not really be any of my business anyway, then instead of any preconception of what they ought be like I simply have the personality that is created at the intersection of player input and in game results, mechanical or otherwise.