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A case where the 'can try everything' dogma could be a problem
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<blockquote data-quote="Tony Vargas" data-source="post: 6681584" data-attributes="member: 996"><p>Now wait a minute. If the idea is to decide upon the action based on what the character would do, with what the character knows, then doing so /in spite of having player knowledge/, is just fine. How could it not be? The player inevitably has knowledge, a point of view, and attitudes that are radically different from the characters (he's sitting around a table with fellow nerds, not fighting for his life, for the most obvious instance). </p><p></p><p> Well, there you go then.</p><p></p><p>Now, you just admitted you can 'role-play,' even under your intolerably narrow, prejudicial definition, even while using player-resource mechanics or possessing (but not basing your character's actions on) meta-game knowledge. So, no, including such things /doesn't/ exclude a player who wants to portray his character to that level of fidelity, but it /does/ expand the target audience to include those who may want to use such resources.</p><p></p><p>What's more, such resources are endemic. Some are just more obvious than others. Hps are the prime example we've mentioned before. Your character can be fairly confident he's in good health when he feels well, and certainly knows that he's wounded when bleeding, but whether he's taken 21 or 35 of 42 hps is not something he could be expected to quantify. You might know you have 7 hps left and face a danger that can't do more than 6, but you can still play your character as only knowing he is badly wounded and facing a deadly danger.</p><p></p><p>If you can do that, you can deal with a player-triggered luck-based re-roll, a mcguffin plot point, or any other nifty little mechanic a game less than 30 years old might throw your way.</p><p></p><p> On the contrary, the whole point you were making is that it's essential that the character not be aware of the meta-game.</p><p></p><p> Sure. For instance, in the scenario where a lowly goblin has gotten lucky, and has his knife to the throat of a much more capable PC (ready to deliver an automatic CdG, for all the good it'll do 'im), you /could/ take your knowledge of his hps & the damage rules, and re-frame the narrative to be more in accord with it. It could be as simple as the character being confident he can grab the goblin's wrist before it can react, at worst getting away with a scratch. You're just tweaking the meaning of hps (to the character), not even really going beyond the rather broad, abstract way they were discussed (at length) in 1e, and actually neatly in accord with the 5e side-bar.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6681584, member: 996"] Now wait a minute. If the idea is to decide upon the action based on what the character would do, with what the character knows, then doing so /in spite of having player knowledge/, is just fine. How could it not be? The player inevitably has knowledge, a point of view, and attitudes that are radically different from the characters (he's sitting around a table with fellow nerds, not fighting for his life, for the most obvious instance). Well, there you go then. Now, you just admitted you can 'role-play,' even under your intolerably narrow, prejudicial definition, even while using player-resource mechanics or possessing (but not basing your character's actions on) meta-game knowledge. So, no, including such things /doesn't/ exclude a player who wants to portray his character to that level of fidelity, but it /does/ expand the target audience to include those who may want to use such resources. What's more, such resources are endemic. Some are just more obvious than others. Hps are the prime example we've mentioned before. Your character can be fairly confident he's in good health when he feels well, and certainly knows that he's wounded when bleeding, but whether he's taken 21 or 35 of 42 hps is not something he could be expected to quantify. You might know you have 7 hps left and face a danger that can't do more than 6, but you can still play your character as only knowing he is badly wounded and facing a deadly danger. If you can do that, you can deal with a player-triggered luck-based re-roll, a mcguffin plot point, or any other nifty little mechanic a game less than 30 years old might throw your way. On the contrary, the whole point you were making is that it's essential that the character not be aware of the meta-game. Sure. For instance, in the scenario where a lowly goblin has gotten lucky, and has his knife to the throat of a much more capable PC (ready to deliver an automatic CdG, for all the good it'll do 'im), you /could/ take your knowledge of his hps & the damage rules, and re-frame the narrative to be more in accord with it. It could be as simple as the character being confident he can grab the goblin's wrist before it can react, at worst getting away with a scratch. You're just tweaking the meaning of hps (to the character), not even really going beyond the rather broad, abstract way they were discussed (at length) in 1e, and actually neatly in accord with the 5e side-bar. [/QUOTE]
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