TheCosmicKid
Hero
You're getting closer. But I wouldn't say it's a matter of whether or not trying to get the information is "fair game". This isn't an issue of table rules; it's a matter of plausibility of character actions. The characters don't know the table rules the players are playing by. Let's say that someone else at the table is playing a dark knight named Master Bruce. Master Bruce is very perceptive and pragmatic. So for starters, he's got a good chance of noticing when Eloelle lies to him; I hope you'd agree that it would be out of line for Eloelle's player to dictate that her Deception always beats his Insight, so already you've got a problem there. And if he does figure out that Eloelle is a font of information, it is not in his character to ignore this fact. So if Eloelle's player expects Bruce's player to have Bruce ignore this fact because Eloelle's combination of narrative and mechanics requires it, then you've got a problem again.Oh oh oh oh oh....I see what you're saying. I'm not imagining that the Warlock is going to taunt her companions by telling them that she actually knows; "in-character" she would keep her knowledge a secret and say, "Sorry, I don't know." Her narration is at the player level, not at the character level.
But now that I understand what you're talking about I can see how, at some tables with some forms of roleplaying, those two things are not separate, and that if the warlock narrates it then it's fair game for the players to try to magically extract it from her. At such a table I would either not play this character, or be judicious about when and how I narrate my superpowers.
Now you're conflating mechanical "choices" with narrative "choices". You could choose mechanically to build Eloelle as an Int 5 character or an Int 15 character. But when we compare the two builds narratively, Int 5 Eloelle has fewer narrative choices than Int 15 Eloelle. You have made a mechanical choice that limits your future narrative choices. Like how shooting yourself in the foot is a personal choice that limits your future recreational choices to activities that don't require any walking or running.Now that's Orwellian. "Fewer character choices are actually more character choices."
These options don't preclude *any* existing options. A player could also create a more typical character. All The Typical Choices + A Bunch of New Choices = More Choices.
I dunno, I'm not turning green yet. Which is good, because my stretchy purple pants are in the washer. You really wouldn't like me when I'm angry on laundry day.On a side note, your posts seem to be getting angrier and angrier...or am I imagining that?
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