I think my read is that it is a resource inventory rather than a wish list: "This is what my character can utilize in the course of play."Yup, most definitely.I tend toward the later two, and thank you.![]()
well, it's been my experience that it's a bit of both.
Per other advice I've long ago read, an adventure should have some skill challenges (not just all combat). The idea being, that some of those challenges be of skills the players have.
Barring a dungeon exploration or optional side trek, it would be wise to make those skill challenges based on what the PCs can do, if you have any hope of there being at least one path to succeed.
If you had a party of all rogues, and you were writing adventures (and not sandbox material), you'd also be very likely to write material to support what rogues would likely want to do (theives guild stuff, city stuff, opportunities to rob and sneak).
If you had a party of all wizards, you'd probably write adventures set around the wizarding world (and probably skip generic dungeon crawls).
Players who create oprhan PCs with no fears are the negative reaction to this kind of DMing. They build PCs on which the DM can get no leverage. I've got one friend who goes as far as making monk Forsaker vow of poverty PCs just so he has no equipment to lose either.
As a GM, if your sheet doesn't say your afraid of snakes, I may never think to put snakes in the game. If your sheet doesn't say you can swim, I may never think to put water that needs swimming across in the way.
There is some level where the char sheet does inform the GM of what kind of challenges to put in the game. At least in a game where the GM is looking at his characters, bot their stats and character and using that to build the next adventure.
I don't have a problem with that.